Vastly simplified entity stringifying and diffing

This commit is contained in:
John Alanbrook 2023-09-14 22:37:04 +00:00
parent 772c12af0e
commit e392f65485
8 changed files with 153 additions and 207 deletions

View file

@ -979,10 +979,10 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
return num2js(js2go(argv[1])->scale);
case 104:
return bool2js(js2go(argv[1])->flipx);
return bool2js(js2go(argv[1])->flipx == -1 ? 1 : 0);
case 105:
return bool2js(js2go(argv[1])->flipy);
return bool2js(js2go(argv[1])->flipy == -1 ? 1 : 0);
case 106:
js2go(argv[1])->e = js2number(argv[2]);

View file

@ -107,7 +107,7 @@ void go_shape_moi(cpBody *body, cpShape *shape, struct gameobject *go) {
moment += s->moi(s->data, go->mass);
if (moment < 0) moment = 1;
cpBodySetMoment(go->body, moment);
cpBodySetMoment(go->body, 1);
}
void gameobject_apply(struct gameobject *go) {

View file

@ -57,22 +57,23 @@ int make_sprite(int go) {
.layer = 0,
.enabled = 1};
int slot = 0;
if (first < 0) {
arrput(sprites, sprite);
arrlast(sprites).id = arrlen(sprites) - 1;
return arrlen(sprites) - 1;
slot = arrlen(sprites)-1;
} else {
int slot = first;
slot = first;
first = id2sprite(first)->next;
*id2sprite(slot) = sprite;
}
return slot;
}
}
void sprite_delete(int id) {
struct sprite *sp = id2sprite(id);
sp->go = -1;
sp->enabled = 0;
sp->next = first;
first = id;
}
@ -122,6 +123,7 @@ void sprite_draw_all() {
for (int i = 0; i < arrlen(sprites); i++)
if (sprites[i].go >= 0 && sprites[i].enabled) arrpush(layers[sprites[i].layer], &sprites[i]);
for (int i = 4; i >= 0; i--)
for (int j = 0; j < arrlen(layers[i]); j++)
sprite_draw(layers[i][j]);
@ -137,8 +139,6 @@ void sprite_settex(struct sprite *sprite, struct Texture *tex) {
sprite_setframe(sprite, &ST_UNIT);
}
void sprite_initialize() {
shader_sprite = sg_compile_shader("shaders/spritevert.glsl", "shaders/spritefrag.glsl", &(sg_shader_desc){
.vs.uniform_blocks[0] = {

View file

@ -7,7 +7,6 @@
#include "HandmadeMath.h"
#include "render.h"
struct datastream;
struct gameobject;
@ -16,13 +15,12 @@ struct sprite {
HMM_Vec2 size;
float rotation;
struct rgba color;
int go;
int id;
int go; /* id of gameobject */
struct Texture *tex;
struct glrect frame;
int next;
int enabled;
int layer;
int next;
};
int make_sprite(int go);

View file

@ -30,26 +30,28 @@ var sprite = clone(component, {
pos: [0,0],
get visible() { return this.enabled; },
set visible(x) { this.enabled = x; },
set asset(str) { this.path = str; this.sync();},
asset(str) { this.path = str; this.sync();},
angle: 0,
rect: {s0:0, s1: 1, t0: 0, t1: 1},
get dimensions() { return cmd(64,this.path); },
get width() { return cmd(64,this.path).x; },
get height() { return cmd(64,this.path).y; },
dimensions() { return cmd(64,this.path); },
width() { return cmd(64,this.path).x; },
height() { return cmd(64,this.path).y; },
make(go) {
var sprite = Object.create(this);
sprite.id = make_sprite(go,this.path,this.pos);
var id = make_sprite(go,this.path,this.pos);
complete_assign(sprite, {
get enabled() { return cmd(114,this.id); },
set enabled(x) { cmd(20,this.id,x); },
set color(x) { cmd(96,this.id,x); },
get pos() { return cmd(111, this.id); },
set pos(x) { cmd(37,this.id,x); },
set layer(x) { cmd(60, this.id, x); },
get enabled() { return cmd(114,id); },
set enabled(x) { cmd(20,id,x); },
set color(x) { cmd(96,id,x); },
get color() {return undefined; },
get pos() { return cmd(111, id); },
set pos(x) { cmd(37,id,x); },
set layer(x) { cmd(60, id, x); },
get layer() { return undefined; },
get boundingbox() {
boundingbox() {
var dim = this.dimensions;
dim = dim.scale(this.gameobject.scale);
var realpos = this.pos.copy();
@ -60,12 +62,12 @@ var sprite = clone(component, {
sync() {
if (this.path)
cmd(12,this.id,this.path,this.rect);
cmd(12,id,this.path,this.rect);
},
kill() { cmd(9,sprite.id); },
kill() { cmd(9,id); },
});
sprite.obscure('boundingbox');
sprite.layer = 1;
return sprite;
},
@ -115,7 +117,7 @@ var char2d = clone(sprite, {
set layer(x) { cmd(60, this.id, x); },
get layer() { return this.gameobject.draw_layer; },
get boundingbox() {
boundingbox() {
var dim = cmd(64,this.path);
dim = dim.scale(this.gameobject.scale);
dim.x *= 1/6;
@ -273,15 +275,13 @@ var polygon2d = clone(collider2d, {
complete_assign(poly, this.make_fns);
complete_assign(poly, {
get boundingbox() {
boundingbox() {
return points2bb(this.spoints);
},
sync() { cmd_poly2d(0, this.id, this.spoints); }
});
poly.obscure('boundingbox');
poly.defn('points', this.points.copy());
Object.defineProperty(poly, 'id', {enumerable:false});
@ -467,7 +467,7 @@ var bucket = clone(collider2d, {
},
get thickness() { return cmd(112,this.id); },
get boundingbox() {
boundingbox() {
return points2bb(this.points.map(x => x.scale(this.gameobject.scale)));
},
@ -479,8 +479,6 @@ var bucket = clone(collider2d, {
},
});
edge.obscure('boundingbox');
complete_assign(edge, this.make_fns);
Object.defineProperty(edge, 'id', {enumerable:false});
@ -649,7 +647,7 @@ var circle2d = clone(collider2d, {
set offset(x) { cmd_circle2d(1,this.id,x); },
get offset() { return cmd_circle2d(3,this.id); },
get boundingbox() {
boundingbox() {
var diameter = this.radius*2*this.gameobject.scale;
return cwh2bb(this.offset.scale(this.gameobject.scale), [this.radius,this.radius]);
},
@ -657,8 +655,6 @@ var circle2d = clone(collider2d, {
complete_assign(circle, this.make_fns);
circle.obscure('boundingbox');
return circle;
},

View file

@ -85,7 +85,7 @@ var Debug = {
draw() {
if (this.draw_bb)
Game.objects.forEach(function(x) { bb_draw(x.boundingbox); });
Game.objects.forEach(function(x) { bb_draw(x.boundingbox()); });
if (Game.paused()) gui_text("PAUSED", [0,0],1);

View file

@ -166,7 +166,8 @@ var editor = {
objs.forEach(function(x) {
var newobj = this.edit_level.spawn(x.ur);
dainty_assign(newobj, x);
//dainty_assign(newobj, x);
Object.assign(newobj,x);
newobj.pos = x.pos;
newobj.angle = x.angle;
duped.push(newobj);
@ -545,7 +546,7 @@ var editor = {
var color = x.color ? x.color : [255,255,255];
GUI.text(x.toString(), world2screen(x.pos).add([0, 16]), 1, color);
GUI.text(x.pos.map(function(x) { return Math.round(x); }), world2screen(x.pos), 1, color);
Debug.arrow(world2screen(x.pos), world2screen(x.pos.add(x.up.scale(40))), Color.yellow, 1);
Debug.arrow(world2screen(x.pos), world2screen(x.pos.add(x.up().scale(40))), Color.yellow, 1);
if (x.hasOwn('varname')) GUI.text(x.varname, world2screen(x.pos).add([0,32]), 1, [84,110,255]);
if ('gizmo' in x && typeof x['gizmo'] === 'function' )
x.gizmo();
@ -763,6 +764,8 @@ editor.inputs['C-d'] = function() {
};
editor.inputs['C-d'].doc = "Duplicate all selected objects.";
editor.inputs.f3 = function() { editor.selectlist.forEach(x => Log.say(JSON.stringify(x,null,2))); };
editor.inputs['C-m'] = function() {
if (editor.sel_comp) {
if (editor.sel_comp.flipy)
@ -792,8 +795,8 @@ editor.inputs.q.doc = "Toggle help for the selected component.";
editor.inputs.f = function() {
if (editor.selectlist.length === 0) return;
var bb = editor.selectlist[0].boundingbox;
editor.selectlist.forEach(function(obj) { bb = bb_expand(bb, obj.boundingbox); });
var bb = editor.selectlist[0].boundingbox();
editor.selectlist.forEach(function(obj) { bb = bb_expand(bb, obj.boundingbox()); });
editor.zoom_to_bb(bb);
};
editor.inputs.f.doc = "Find the selected objects.";

View file

@ -22,6 +22,12 @@ var gameobject = {
return ur.type.make(this);
},
clone(name, ext) {
var obj = Object.create(this);
complete_assign(obj, ext);
return obj;
},
layer: 0, /* Collision layer; should probably have been called "mask" */
layer_nuke() {
Nuke.label("Collision layer");
@ -38,21 +44,7 @@ var gameobject = {
this.draw_layer = Nuke.radio(i, this.draw_layer, i);
},
in_air() {
return q_body(7, this.body);
},
on_ground() { return !this.in_air(); },
name: "gameobject",
toString() { return this.name; },
clone(name, ext) {
var obj = Object.create(this);
complete_assign(obj, ext);
return obj;
},
dup(diff) {
var dup = World.spawn(gameobjects[this.from]);
@ -60,12 +52,6 @@ var gameobject = {
return dup;
},
instandup() {
var dup = World.spawn(gameobjects[this.from]);
dup.pos = this.pos;
dup.velocity = this.velocity;
},
ed_locked: false,
_visible: true,
@ -86,9 +72,6 @@ var gameobject = {
static: 2
},
get moi() { return q_body(6, this.body); },
set moi(x) { set_body(13, this.body, x); },
phys: 2,
phys_nuke() {
Nuke.newline(1);
@ -103,11 +86,6 @@ var gameobject = {
flipx: false,
flipy: false,
body: -1,
get controlled() {
return Player.obj_controlled(this);
},
set_center(pos) {
var change = pos.sub(this.pos);
this.pos = pos;
@ -138,65 +116,24 @@ var gameobject = {
},
angle: 0,
get relangle() {
if (!this.level) return this.angle;
return this.angle - this.level.angle;
},
get velocity() { return q_body(3, this.body); },
set velocity(x) { set_body(9, this.body, x); },
get angularvelocity() { return Math.rad2deg(q_body(4, this.body)); },
set angularvelocity(x) { if (this.alive) set_body(8, this.body, Math.deg2rad(x)); },
get alive() { return this.body >= 0; },
disable() {
this.components.forEach(function(x) { x.disable(); });
},
enable() {
this.components.forEach(function(x) { x.enable(); });
},
sync() {
if (this.body === -1) return;
cmd(55, this.body, this.flipx);
cmd(56, this.body, this.flipy);
set_body(2, this.body, this.pos);
set_body(0, this.body, Math.deg2rad(this.angle));
cmd(36, this.body, this.scale);
set_body(10,this.body,this.elasticity);
set_body(11,this.body,this.friction);
set_body(1, this.body, this.phys);
cmd(75,this.body,this.layer);
cmd(54, this.body);
},
syncall() {
this.instances.forEach(function(x) { x.sync(); });
},
pulse(vec) { /* apply impulse */
set_body(4, this.body, vec);
},
push(vec) { /* apply force */
set_body(12,this.body,vec);
},
velocity: [0,0],
angularvelocity: 0,
gizmo: "", /* Path to an image to draw for this gameobject */
/* Bounding box of the object in world dimensions */
get boundingbox() {
boundingbox() {
var boxes = [];
boxes.push({t:0, r:0,b:0,l:0});
for (var key in this.components) {
if ('boundingbox' in this.components[key])
boxes.push(this.components[key].boundingbox);
boxes.push(this.components[key].boundingbox());
}
if (boxes.empty) return cwh2bb([0,0], [0,0]);
@ -220,71 +157,21 @@ var gameobject = {
return bb ? bb : cwh2bb([0,0], [0,0]);
},
set width(x) {},
get width() {
var bb = this.boundingbox;
width() {
var bb = this.boundingbox();
return bb.r - bb.l;
},
set height(x) {},
get height() {
var bb = this.boundingbox;
height() {
var bb = this.boundingbox();
return bb.t-bb.b;
},
stop() {},
kill() {
if (this.body === -1) {
Log.warn(`Object is already dead!`);
return;
}
Register.endofloop(() => {
cmd(2, this.body);
delete Game.objects[this.body];
if (this.level)
this.level.unregister(this);
Player.uncontrol(this);
this.instances.remove(this);
Register.unregister_obj(this);
// Signal.clear_obj(this);
this.body = -1;
for (var key in this.components) {
Register.unregister_obj(this.components[key]);
this.components[key].kill();
}
this.objects.forEach(x => x.kill());
this.stop();
});
},
get up() {
return [0,1].rotate(Math.deg2rad(this.angle));
},
get down() {
return [0,-1].rotate(Math.deg2rad(this.angle));
},
get right() {
return [1,0].rotate(Math.deg2rad(this.angle));
},
get left() {
return [-1,0].rotate(Math.deg2rad(this.angle));
},
/* Make a unique object the same as its prototype */
revert() {
unmerge(this, this.prop_obj());
this.sync();
// unmerge(this, this.prop_obj());
},
gui() {
@ -298,8 +185,6 @@ var gameobject = {
}
},
world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body,pos); },
check_registers(obj) {
Register.unregister_obj(this);
@ -344,7 +229,7 @@ var gameobject = {
this.mass,
this.friction,
this.elasticity) );
obj.sync();
obj.defn('components', {});
Game.register_obj(obj);
@ -353,33 +238,101 @@ var gameobject = {
/* Now that it's concrete in the engine, these functions update to return engine data */
complete_assign(obj, {
set scale(x) { cmd(36, obj.body, x); },
get scale() { return cmd(103, obj.body); },
get flipx() { return cmd(104,obj.body); },
set flipx(x) { cmd(55, obj.body, x); },
get flipy() { return cmd(105,obj.body); },
set flipy(x) { cmd(56, obj.body, x); },
set scale(x) { cmd(36, this.body, x); },
get scale() { return cmd(103, this.body); },
get flipx() { return cmd(104,this.body); },
set flipx(x) { cmd(55, this.body, x); },
get flipy() { return cmd(105,this.body); },
set flipy(x) { cmd(56, this.body, x); },
get angle() { return Math.rad2deg(q_body(2,obj.body))%360; },
set angle(x) { set_body(0,obj.body, Math.deg2rad(x)); },
get angle() { return Math.rad2deg(q_body(2,this.body))%360; },
set angle(x) { set_body(0,this.body, Math.deg2rad(x)); },
set pos(x) {
var diff = x.sub(this.pos);
this.objects.forEach(function(x) { x.pos = x.pos.add(diff); });
set_body(2,obj.body,x); },
get pos() { return q_body(1,obj.body); },
set_body(2,this.body,x); },
get pos() { return q_body(1,this.body); },
get elasticity() { return cmd(107,obj.body); },
set elasticity(x) { cmd(106,obj.body,x); },
get elasticity() { return cmd(107,this.body); },
set elasticity(x) { cmd(106,this.body,x); },
get friction() { return cmd(109,obj.body); },
set friction(x) { cmd(108,obj.body,x); },
get friction() { return cmd(109,this.body); },
set friction(x) { cmd(108,this.body,x); },
set mass(x) { set_body(7,obj.body,x); },
get mass() { return q_body(5, obj.body); },
set mass(x) { set_body(7,this.body,x); },
get mass() { return q_body(5, this.body); },
set phys(x) { set_body(1, obj.body, x); },
get phys() { return q_body(0,obj.body); },
set phys(x) { set_body(1, this.body, x); },
get phys() { return q_body(0,this.body); },
get velocity() { return q_body(3, this.body); },
set velocity(x) { set_body(9, this.body, x); },
get angularvelocity() { return Math.rad2deg(q_body(4, this.body)); },
set angularvelocity(x) { set_body(8, this.body, Math.deg2rad(x)); },
pulse(vec) { set_body(4, this.body, vec);},
push(vec) { set_body(12,this.body,vec);},
world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body,pos); },
set layer(x) { cmd(75,this.body,x); },
get layer() { return 0; },
alive() { return this.body >= 0; },
in_air() { return q_body(7, this.body);},
on_ground() { return !this.in_air(); },
disable() { this.components.forEach(function(x) { x.disable(); });},
enable() { this.components.forEach(function(x) { x.enable(); });},
sync() { },
kill() {
if (this.body === -1) {
Log.warn(`Object is already dead!`);
return;
}
Register.endofloop(() => {
cmd(2, this.body);
delete Game.objects[this.body];
if (this.level)
this.level.unregister(this);
Player.uncontrol(this);
this.instances.remove(this);
Register.unregister_obj(this);
// Signal.clear_obj(this);
this.body = -1;
for (var key in this.components) {
Register.unregister_obj(this.components[key]);
this.components[key].kill();
}
this.objects.forEach(x => x.kill());
this.stop();
});
},
up() { return [0,1].rotate(Math.deg2rad(this.angle));},
down() { return [0,-1].rotate(Math.deg2rad(this.angle));},
right() { return [1,0].rotate(Math.deg2rad(this.angle));},
left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
toJSON() {
var ret = {};
for (var key in this) {
var prop = Object.getOwnPropertyDescriptor(this, key);
if (!prop) continue;
if (prop.get) {
if (prop.get() !== Object.getPrototypeOf(this)[key])
ret[key] = prop.get();
}
else
ret[key] = this[key];
}
return ret;
},
});
for (var prop in obj) {
@ -449,10 +402,6 @@ gameobject.make_parentable = function(obj) {
obj.objects = objects;
}
var locks = ['height', 'width', 'visible', 'body', 'controlled', 'selectable', 'save', 'velocity', 'angularvelocity', 'alive', 'boundingbox', 'name', 'scale', 'angle', 'properties', 'moi', 'relpos', 'relangle', 'up', 'down', 'right', 'left', 'bodytype', 'gizmo', 'pos'];
locks.forEach(x => gameobject.obscure(x));
/* Default objects */
var prototypes = {};
prototypes.ur = {};