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@ -32,6 +32,24 @@ associated script file can access.
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While playing ...
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* F7 Stop
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.Level model
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The game world is made up of objects. Levels are collections of
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objects. The topmost level is called "World". Objects are spawned into
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a specific level. If none are explicitly given, objects are spawned
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into World. Objects in turn are made up of components - sprites,
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colliders, and so on. Accessing an object might go like this:
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World.level1.enemy1.sprite.path = "brick.png";
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To set the image of enemy1 in level 1's sprite.
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.Textures & images
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A sprite is a display of a specific texture in the game world. The
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underlying texture has values associated with it, like how it should
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be rendered: is it a sprite, is it a texture, does it have mipmaps,
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etc. Textures are all file based, and are only accessed through the
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explicit path to their associated image file.
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.Scripting
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Levels and objects have certain functions you can use that will be
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@ -41,8 +41,8 @@ void set_cat_mask(int cat, unsigned int mask)
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void color2float(struct color color, float *fcolor)
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{
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fcolor[0] = (float)color.r/255;
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fcolor[1] = (float)color.b/255;
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fcolor[2] = (float)color.g/255;
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fcolor[1] = (float)color.g/255;
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fcolor[2] = (float)color.b/255;
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}
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struct color float2color(float *fcolor)
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@ -65,6 +65,11 @@ double js2number(JSValue v)
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return g;
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}
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int js2bool(JSValue v)
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{
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return JS_ToBool(js,v);
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}
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JSValue float2js(double g)
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{
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return JS_NewFloat64(js,g);
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@ -931,6 +936,23 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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case 93:
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ret = int2js(logLevel);
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break;
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case 94:
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str = JS_ToCString(js,argv[1]);
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texture_pullfromfile(str)->opts.mips = js2bool(argv[2]);
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texture_sync(str);
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break;
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case 95:
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str = JS_ToCString(js,argv[1]);
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texture_pullfromfile(str)->opts.sprite = js2bool(argv[2]);
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texture_sync(str);
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break;
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case 96:
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color2float(js2color(argv[2]), id2sprite(js2int(argv[1]))->color);
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break;
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}
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if (str)
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@ -1237,7 +1259,6 @@ JSValue duk_make_sprite(JSContext *js, JSValueConst this, int argc, JSValueConst
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JS_FreeCString(js,path);
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return JS_NewInt64(js, sprite);
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}
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/* Make anim from texture */
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@ -189,6 +189,7 @@ void joystick_cb(int jid, int event)
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JSValue jsgamepadstr[15];
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JSValue jsaxesstr[4];
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JSValue jsaxis;
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void input_init()
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{
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@ -205,10 +206,11 @@ void input_init()
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for (int b = 0; b < 15; b++)
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jsgamepadstr[b] = str2js(gamepad2str(b));
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jsaxesstr[0] = str2js("axis_ljoy");
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jsaxesstr[1] = str2js("axis_rjoy");
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jsaxesstr[2] = str2js("axis_ltrigger");
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jsaxesstr[3] = str2js("axis_rtrigger");
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jsaxesstr[0] = str2js("ljoy");
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jsaxesstr[1] = str2js("rjoy");
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jsaxesstr[2] = str2js("ltrigger");
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jsaxesstr[3] = str2js("rtrigger");
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jsaxis = str2js("axis");
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/* Grab all joysticks initially present */
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for (int i = 0; i < 16; i++)
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@ -397,7 +399,7 @@ void input_poll(double wait)
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GLFWgamepadstate state;
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if (!glfwGetGamepadState(joysticks[i].id, &state)) continue;
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JSValue argv[3];
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JSValue argv[4];
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argv[0] = num_cache[joysticks[i].id];
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for (int b = 0; b < 15; b++) {
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argv[1] = jsgamepadstr[b];
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@ -417,30 +419,37 @@ void input_poll(double wait)
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}
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}
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argv[2] = jsaxis;
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float deadzone = 0.05;
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for (int i = 0; i < 4; i++)
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state.axes[i] = fabs(state.axes[i]) > deadzone ? state.axes[i] : 0;
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argv[1] = jsaxesstr[0];
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cpVect v;
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v.x = state.axes[0];
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v.y = -state.axes[1];
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argv[2] = vec2js(v);
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script_callee(gamepad_callee,3,argv);
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JS_FreeValue(js, argv[2]);
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argv[3] = vec2js(v);
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script_callee(gamepad_callee,4,argv);
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JS_FreeValue(js, argv[3]);
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argv[1] = jsaxesstr[1];
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v.x = state.axes[2];
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v.y = -state.axes[3];
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argv[2] = vec2js(v);
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script_callee(gamepad_callee,3,argv);
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JS_FreeValue(js, argv[2]);
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argv[3] = vec2js(v);
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script_callee(gamepad_callee,4,argv);
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JS_FreeValue(js, argv[3]);
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argv[1] = jsaxesstr[2];
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argv[2] = num2js((state.axes[4]+1)/2);
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script_callee(gamepad_callee,3,argv);
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JS_FreeValue(js, argv[2]);
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argv[3] = num2js((state.axes[4]+1)/2);
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script_callee(gamepad_callee,4,argv);
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JS_FreeValue(js, argv[3]);
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argv[1] = jsaxesstr[3];
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argv[2] = num2js((state.axes[5]+1)/2);
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script_callee(gamepad_callee,3,argv);
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JS_FreeValue(js, argv[2]);
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argv[3] = num2js((state.axes[5]+1)/2);
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script_callee(gamepad_callee,4,argv);
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JS_FreeValue(js, argv[3]);
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joysticks[i].state = state;
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}
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@ -122,7 +122,7 @@ void sprite_initialize()
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glEnableVertexAttribArray(0);
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}
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void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], float offset[2], struct glrect r) {
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void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], float offset[2], struct glrect r, mfloat_t color[3]) {
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mfloat_t model[16] = { 0.f };
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mfloat_t r_model[16] = { 0.f };
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mfloat_t s_model[16] = { 0.f };
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@ -142,9 +142,8 @@ void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], flo
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mat4_translate_vec2(model, pos);
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float white[3] = { 1.f, 1.f, 1.f };
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shader_setmat4(spriteShader, "model", model);
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shader_setvec3(spriteShader, "spriteColor", white);
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shader_setvec3(spriteShader, "spriteColor", color);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex->id);
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@ -173,7 +172,7 @@ void sprite_draw(struct sprite *sprite)
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cpVect cpos = cpBodyGetPosition(go->body);
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float pos[2] = {cpos.x, cpos.y};
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float size[2] = { sprite->size[0] * go->scale * go->flipx, sprite->size[1] * go->scale * go->flipy };
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tex_draw(sprite->tex, pos, cpBodyGetAngle(go->body), size, sprite->pos, sprite->frame);
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tex_draw(sprite->tex, pos, cpBodyGetAngle(go->body), size, sprite->pos, sprite->frame, sprite->color);
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}
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}
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@ -190,7 +189,8 @@ void gui_draw_img(const char *img, float x, float y) {
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float pos[2] = {x, y};
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float size[2] = {1.f, 1.f};
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float offset[2] = { 0.f, 0.f };
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tex_draw(tex, pos, 0.f, size, offset, tex_get_rect(tex));
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float white[3] = {1.f,1.f,1.f};
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tex_draw(tex, pos, 0.f, size, offset, tex_get_rect(tex), white);
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}
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void sprite_setframe(struct sprite *sprite, struct glrect *frame)
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@ -34,24 +34,11 @@ struct Texture *texture_pullfromfile(const char *path)
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YughInfo("Loading texture %s.", path);
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struct Texture *tex = calloc(1, sizeof(*tex));
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/* Find texture's asset; otherwise load default asset */
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JSON_Value *rv = json_parse_file("texture.asset");
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JSON_Object *ro = json_value_get_object(rv);
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tex->opts.sprite = json_object_get_boolean(ro, "sprite");
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tex->opts.mips = json_object_get_boolean(ro, "mips");
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json_value_free(rv);
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tex->opts.sprite = 1;
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tex->opts.mips = 0;
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tex->opts.gamma = 0;
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tex->anim.ms = 2;
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tex->anim.tex = tex;
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texanim_fromframes(&tex->anim, 2);
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tex->anim.loop = 1;
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int n;
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unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4);
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if (data == NULL) {
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glGenerateMipmap(GL_TEXTURE_2D);
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if (tex->opts.sprite) {
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if (tex->opts.mips) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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} else {
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if (tex->opts.mips) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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@ -107,6 +104,36 @@ struct Texture *texture_pullfromfile(const char *path)
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return tex;
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}
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void texture_sync(const char *path)
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{
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struct Texture *tex = texture_pullfromfile(path);
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glBindTexture(GL_TEXTURE_2D, tex->id);
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if (tex->opts.mips)
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glGenerateMipmap(GL_TEXTURE_2D);
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if (tex->opts.sprite) {
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if (tex->opts.mips) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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} else {
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if (tex->opts.mips) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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char *tex_get_path(struct Texture *tex) {
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for (int i = 0; i < shlen(texhash); i++) {
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if (tex == texhash[i].value) {
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@ -68,6 +68,7 @@ struct Texture {
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struct Texture *texture_pullfromfile(const char *path); // Create texture from image
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struct Texture *texture_loadfromfile(const char *path); // Create texture & load to gpu
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void texture_sync(const char *path);
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struct Texture *str2tex(const char *path);
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void tex_gpu_reload(struct Texture *tex); // gpu_free then gpu_load
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void tex_gpu_free(struct Texture *tex); // Remove texture data from gpu
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@ -105,6 +105,10 @@ var sprite = clone(component, {
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cmd(37, this.id, this.pos);
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},
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set color(x) {
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cmd(96, this.id, x);
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},
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load_img(img) {
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cmd(12, this.id, img, this.rect);
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},
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@ -679,3 +683,35 @@ var circle2d = clone(collider2d, {
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this.coll_sync();
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},
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});
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/* ASSETS */
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var Texture = {
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mipmaps(path, x) {
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cmd(94, path, x);
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},
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sprite(path, x) {
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cmd(95, path, x);
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},
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};
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var Resources = {
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load(path) {
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if (path in this)
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return this[path];
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var src = {};
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this[path] = src;
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src.path = path;
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if (!IO.exists(`${path}.asset`))
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return this[path];
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var data = JSON.parse(IO.slurp(`${path}.asset`));
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Object.assign(src,data);
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return this[path];
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},
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};
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@ -420,7 +420,7 @@ var Action = {
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var Player = {
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players: [],
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input(fn, ...args) {
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this.pawns.forEach(x => { if (fn in x) x[fn](...args); });
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this.pawns.forEach(x => x[fn]?.(...args));
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},
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control(pawn) {
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@ -440,6 +440,7 @@ for (var i = 0; i < 4; i++) {
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}
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function state2str(state) {
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if (typeof state === 'string') return state;
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switch (state) {
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case 0:
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return "down";
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@ -723,6 +724,7 @@ var Game = {
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},
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};
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var Level = {
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levels: [],
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objects: [],
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@ -922,6 +924,8 @@ var Level = {
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newobj.defn('level', this);
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this.objects.push(newobj);
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Game.register_obj(newobj);
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newobj.setup?.();
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newobj.start?.();
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return newobj;
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},
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@ -1185,9 +1189,11 @@ var Level = {
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get left() {
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return [-1,0].rotate(Math.deg2rad(this.angle));
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},
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};
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var World = Level.create();
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World.name = "World";
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var gameobjects = {};
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/* Returns the index of the smallest element in array, defined by a function that returns a number */
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@ -1211,7 +1217,13 @@ function grab_from_points(pos, points, slop) {
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var gameobject = {
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get scale() { return this._scale; },
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set scale(x) { this._scale = Math.max(0,x); if (this.body > -1) cmd(36, this.body, this._scale); this.sync(); },
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set scale(x) {
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this._scale = Math.max(0,x);
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if (this.body > -1)
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cmd(36, this.body, this._scale);
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this.sync();
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},
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_scale: 1.0,
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save: true,
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@ -1310,6 +1322,26 @@ var gameobject = {
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body: -1,
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controlled: false,
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get properties() {
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var keys = [];
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for (var key of Object.keys(this)) {
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if (key.startsWith("_"))
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keys.push(key.substring(1));
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else
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keys.push(key);
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}
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return keys;
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},
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toJSON() {
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var obj = {};
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for (var key of this.properties)
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obj[key] = this[key];
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return obj;
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},
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set_center(pos) {
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var change = pos.sub(this.pos);
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this.pos = pos;
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@ -1515,6 +1547,7 @@ var gameobject = {
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this2world(pos) { return cmd(71, this.body,pos); },
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make(props, level) {
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level ??= World;
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var obj = Object.create(this);
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this.instances.push(obj);
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||||
obj.toString = function() {
|
||||
|
@ -1584,39 +1617,11 @@ var gameobject = {
|
|||
}
|
||||
|
||||
|
||||
var locks = ['draw_layer', 'friction','elasticity', 'visible', 'body', 'flipx', 'flipy', 'scale', 'controlled', 'selectable', 'save', 'velocity', 'angularvelocity', 'alive', 'boundingbox', 'name'];
|
||||
var locks = ['draw_layer', 'friction','elasticity', 'visible', 'body', 'flipx', 'flipy', 'controlled', 'selectable', 'save', 'velocity', 'angularvelocity', 'alive', 'boundingbox', 'name', 'scale', 'angle', 'properties', 'moi', 'relpos', 'relangle', 'up', 'down', 'right', 'left', 'bodytype', 'gizmo', 'pos'];
|
||||
locks.forEach(function(x) {
|
||||
Object.defineProperty(gameobject, x, {enumerable:false});
|
||||
});
|
||||
|
||||
function private_non_enumerable(obj) {
|
||||
for (var key in obj) {
|
||||
if (key.startsWith('_'))
|
||||
Object.defineProperty(obj, key, {enumerable:false});
|
||||
}
|
||||
}
|
||||
|
||||
function add_sync_prop(obj, prop, syncfn) {
|
||||
var hidden = "_"+prop;
|
||||
Log.info(hidden);
|
||||
Object.defineProperty(obj, hidden, {
|
||||
value: null,
|
||||
writable: true,
|
||||
});
|
||||
|
||||
Object.defineProperty(obj, prop, {
|
||||
get: function() { return obj[hidden]; },
|
||||
set: function(x) {
|
||||
obj[hidden] = x;
|
||||
syncfn(obj[hidden]);
|
||||
},
|
||||
enumerable: true,
|
||||
});
|
||||
|
||||
return obj;
|
||||
|
||||
};
|
||||
|
||||
/* Load configs */
|
||||
function load_configs(file) {
|
||||
var configs = JSON.parse(IO.slurp(file));
|
||||
|
@ -1761,5 +1766,3 @@ for (var key in prototypes) {
|
|||
}
|
||||
|
||||
function save_gameobjects_as_prototypes() { slurpwrite(JSON.stringify(gameobjects,null,2), "proto.json"); };
|
||||
|
||||
Resources = {};
|
||||
|
|
Loading…
Reference in a new issue