Vastly simplified entity stringifying and diffing
This commit is contained in:
parent
772c12af0e
commit
e392f65485
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@ -979,10 +979,10 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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return num2js(js2go(argv[1])->scale);
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case 104:
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return bool2js(js2go(argv[1])->flipx);
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return bool2js(js2go(argv[1])->flipx == -1 ? 1 : 0);
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case 105:
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return bool2js(js2go(argv[1])->flipy);
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return bool2js(js2go(argv[1])->flipy == -1 ? 1 : 0);
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case 106:
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js2go(argv[1])->e = js2number(argv[2]);
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@ -107,7 +107,7 @@ void go_shape_moi(cpBody *body, cpShape *shape, struct gameobject *go) {
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moment += s->moi(s->data, go->mass);
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if (moment < 0) moment = 1;
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cpBodySetMoment(go->body, moment);
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cpBodySetMoment(go->body, 1);
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}
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void gameobject_apply(struct gameobject *go) {
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@ -57,22 +57,23 @@ int make_sprite(int go) {
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.layer = 0,
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.enabled = 1};
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int slot = 0;
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if (first < 0) {
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arrput(sprites, sprite);
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arrlast(sprites).id = arrlen(sprites) - 1;
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return arrlen(sprites) - 1;
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slot = arrlen(sprites)-1;
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} else {
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int slot = first;
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slot = first;
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first = id2sprite(first)->next;
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*id2sprite(slot) = sprite;
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return slot;
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}
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return slot;
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}
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void sprite_delete(int id) {
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struct sprite *sp = id2sprite(id);
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sp->go = -1;
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sp->enabled = 0;
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sp->next = first;
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first = id;
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}
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@ -122,6 +123,7 @@ void sprite_draw_all() {
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for (int i = 0; i < arrlen(sprites); i++)
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if (sprites[i].go >= 0 && sprites[i].enabled) arrpush(layers[sprites[i].layer], &sprites[i]);
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for (int i = 4; i >= 0; i--)
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for (int j = 0; j < arrlen(layers[i]); j++)
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sprite_draw(layers[i][j]);
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@ -137,8 +139,6 @@ void sprite_settex(struct sprite *sprite, struct Texture *tex) {
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sprite_setframe(sprite, &ST_UNIT);
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}
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void sprite_initialize() {
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shader_sprite = sg_compile_shader("shaders/spritevert.glsl", "shaders/spritefrag.glsl", &(sg_shader_desc){
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.vs.uniform_blocks[0] = {
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@ -7,22 +7,20 @@
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#include "HandmadeMath.h"
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#include "render.h"
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struct datastream;
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struct gameobject;
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struct sprite {
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HMM_Vec2 pos;
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HMM_Vec2 size;
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float rotation;
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struct rgba color;
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int go;
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int id;
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struct Texture *tex;
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struct glrect frame;
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int next;
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int enabled;
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int layer;
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HMM_Vec2 pos;
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HMM_Vec2 size;
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float rotation;
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struct rgba color;
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int go; /* id of gameobject */
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struct Texture *tex;
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struct glrect frame;
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int enabled;
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int layer;
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int next;
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};
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int make_sprite(int go);
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@ -30,26 +30,28 @@ var sprite = clone(component, {
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pos: [0,0],
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get visible() { return this.enabled; },
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set visible(x) { this.enabled = x; },
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set asset(str) { this.path = str; this.sync();},
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asset(str) { this.path = str; this.sync();},
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angle: 0,
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rect: {s0:0, s1: 1, t0: 0, t1: 1},
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get dimensions() { return cmd(64,this.path); },
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get width() { return cmd(64,this.path).x; },
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get height() { return cmd(64,this.path).y; },
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dimensions() { return cmd(64,this.path); },
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width() { return cmd(64,this.path).x; },
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height() { return cmd(64,this.path).y; },
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make(go) {
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var sprite = Object.create(this);
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sprite.id = make_sprite(go,this.path,this.pos);
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var id = make_sprite(go,this.path,this.pos);
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complete_assign(sprite, {
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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 enabled() { return cmd(114,id); },
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set enabled(x) { cmd(20,id,x); },
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set color(x) { cmd(96,id,x); },
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get color() {return undefined; },
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get pos() { return cmd(111, id); },
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set pos(x) { cmd(37,id,x); },
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set layer(x) { cmd(60, id, x); },
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get layer() { return undefined; },
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get boundingbox() {
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boundingbox() {
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var dim = this.dimensions;
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dim = dim.scale(this.gameobject.scale);
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var realpos = this.pos.copy();
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@ -60,12 +62,12 @@ var sprite = clone(component, {
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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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cmd(12,id,this.path,this.rect);
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},
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kill() { cmd(9,sprite.id); },
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kill() { cmd(9,id); },
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});
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sprite.obscure('boundingbox');
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sprite.layer = 1;
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return sprite;
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},
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@ -115,7 +117,7 @@ var char2d = clone(sprite, {
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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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get boundingbox() {
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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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dim.x *= 1/6;
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@ -273,15 +275,13 @@ var polygon2d = clone(collider2d, {
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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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boundingbox() {
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return points2bb(this.spoints);
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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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Object.defineProperty(poly, 'id', {enumerable:false});
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@ -467,7 +467,7 @@ var bucket = clone(collider2d, {
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},
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get thickness() { return cmd(112,this.id); },
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get boundingbox() {
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boundingbox() {
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return points2bb(this.points.map(x => x.scale(this.gameobject.scale)));
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},
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@ -479,8 +479,6 @@ var bucket = clone(collider2d, {
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},
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});
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edge.obscure('boundingbox');
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complete_assign(edge, this.make_fns);
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Object.defineProperty(edge, 'id', {enumerable:false});
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@ -649,7 +647,7 @@ var circle2d = clone(collider2d, {
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set offset(x) { cmd_circle2d(1,this.id,x); },
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get offset() { return cmd_circle2d(3,this.id); },
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get boundingbox() {
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boundingbox() {
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var diameter = this.radius*2*this.gameobject.scale;
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return cwh2bb(this.offset.scale(this.gameobject.scale), [this.radius,this.radius]);
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},
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@ -657,8 +655,6 @@ var circle2d = clone(collider2d, {
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complete_assign(circle, this.make_fns);
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circle.obscure('boundingbox');
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return circle;
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},
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@ -85,7 +85,7 @@ var Debug = {
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draw() {
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if (this.draw_bb)
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Game.objects.forEach(function(x) { bb_draw(x.boundingbox); });
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Game.objects.forEach(function(x) { bb_draw(x.boundingbox()); });
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if (Game.paused()) gui_text("PAUSED", [0,0],1);
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@ -166,7 +166,8 @@ var editor = {
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objs.forEach(function(x) {
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var newobj = this.edit_level.spawn(x.ur);
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dainty_assign(newobj, x);
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//dainty_assign(newobj, x);
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Object.assign(newobj,x);
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newobj.pos = x.pos;
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newobj.angle = x.angle;
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duped.push(newobj);
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@ -545,7 +546,7 @@ var editor = {
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var color = x.color ? x.color : [255,255,255];
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GUI.text(x.toString(), world2screen(x.pos).add([0, 16]), 1, color);
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GUI.text(x.pos.map(function(x) { return Math.round(x); }), world2screen(x.pos), 1, color);
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Debug.arrow(world2screen(x.pos), world2screen(x.pos.add(x.up.scale(40))), Color.yellow, 1);
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Debug.arrow(world2screen(x.pos), world2screen(x.pos.add(x.up().scale(40))), Color.yellow, 1);
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if (x.hasOwn('varname')) GUI.text(x.varname, world2screen(x.pos).add([0,32]), 1, [84,110,255]);
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if ('gizmo' in x && typeof x['gizmo'] === 'function' )
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x.gizmo();
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@ -763,6 +764,8 @@ editor.inputs['C-d'] = function() {
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};
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editor.inputs['C-d'].doc = "Duplicate all selected objects.";
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editor.inputs.f3 = function() { editor.selectlist.forEach(x => Log.say(JSON.stringify(x,null,2))); };
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editor.inputs['C-m'] = function() {
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if (editor.sel_comp) {
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if (editor.sel_comp.flipy)
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@ -792,8 +795,8 @@ editor.inputs.q.doc = "Toggle help for the selected component.";
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editor.inputs.f = function() {
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if (editor.selectlist.length === 0) return;
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var bb = editor.selectlist[0].boundingbox;
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editor.selectlist.forEach(function(obj) { bb = bb_expand(bb, obj.boundingbox); });
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var bb = editor.selectlist[0].boundingbox();
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editor.selectlist.forEach(function(obj) { bb = bb_expand(bb, obj.boundingbox()); });
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editor.zoom_to_bb(bb);
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};
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editor.inputs.f.doc = "Find the selected objects.";
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@ -22,6 +22,12 @@ var gameobject = {
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return ur.type.make(this);
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},
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clone(name, ext) {
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var obj = Object.create(this);
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complete_assign(obj, ext);
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return obj;
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},
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layer: 0, /* Collision layer; should probably have been called "mask" */
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layer_nuke() {
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Nuke.label("Collision layer");
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@ -38,21 +44,7 @@ var gameobject = {
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this.draw_layer = Nuke.radio(i, this.draw_layer, i);
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},
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in_air() {
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return q_body(7, this.body);
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},
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on_ground() { return !this.in_air(); },
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name: "gameobject",
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toString() { return this.name; },
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clone(name, ext) {
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var obj = Object.create(this);
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complete_assign(obj, ext);
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return obj;
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},
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dup(diff) {
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var dup = World.spawn(gameobjects[this.from]);
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@ -60,12 +52,6 @@ var gameobject = {
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return dup;
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},
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instandup() {
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var dup = World.spawn(gameobjects[this.from]);
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dup.pos = this.pos;
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dup.velocity = this.velocity;
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},
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ed_locked: false,
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_visible: true,
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@ -86,9 +72,6 @@ var gameobject = {
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static: 2
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},
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get moi() { return q_body(6, this.body); },
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set moi(x) { set_body(13, this.body, x); },
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phys: 2,
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phys_nuke() {
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Nuke.newline(1);
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@ -103,11 +86,6 @@ var gameobject = {
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flipx: false,
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flipy: false,
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body: -1,
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get controlled() {
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return Player.obj_controlled(this);
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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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@ -138,65 +116,24 @@ var gameobject = {
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},
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angle: 0,
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get relangle() {
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if (!this.level) return this.angle;
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return this.angle - this.level.angle;
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},
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get velocity() { return q_body(3, this.body); },
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set velocity(x) { set_body(9, this.body, x); },
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get angularvelocity() { return Math.rad2deg(q_body(4, this.body)); },
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set angularvelocity(x) { if (this.alive) set_body(8, this.body, Math.deg2rad(x)); },
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get alive() { return this.body >= 0; },
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disable() {
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this.components.forEach(function(x) { x.disable(); });
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},
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enable() {
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this.components.forEach(function(x) { x.enable(); });
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},
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sync() {
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if (this.body === -1) return;
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cmd(55, this.body, this.flipx);
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cmd(56, this.body, this.flipy);
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set_body(2, this.body, this.pos);
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set_body(0, this.body, Math.deg2rad(this.angle));
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cmd(36, this.body, this.scale);
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set_body(10,this.body,this.elasticity);
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set_body(11,this.body,this.friction);
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set_body(1, this.body, this.phys);
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cmd(75,this.body,this.layer);
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cmd(54, this.body);
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},
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syncall() {
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this.instances.forEach(function(x) { x.sync(); });
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},
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pulse(vec) { /* apply impulse */
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set_body(4, this.body, vec);
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},
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push(vec) { /* apply force */
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set_body(12,this.body,vec);
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},
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velocity: [0,0],
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angularvelocity: 0,
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gizmo: "", /* Path to an image to draw for this gameobject */
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/* Bounding box of the object in world dimensions */
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get boundingbox() {
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boundingbox() {
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var boxes = [];
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boxes.push({t:0, r:0,b:0,l:0});
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for (var key in this.components) {
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if ('boundingbox' in this.components[key])
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boxes.push(this.components[key].boundingbox);
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boxes.push(this.components[key].boundingbox());
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}
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if (boxes.empty) return cwh2bb([0,0], [0,0]);
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@ -220,71 +157,21 @@ var gameobject = {
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return bb ? bb : cwh2bb([0,0], [0,0]);
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},
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set width(x) {},
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get width() {
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var bb = this.boundingbox;
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width() {
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var bb = this.boundingbox();
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return bb.r - bb.l;
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},
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set height(x) {},
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get height() {
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var bb = this.boundingbox;
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height() {
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var bb = this.boundingbox();
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return bb.t-bb.b;
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},
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stop() {},
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kill() {
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if (this.body === -1) {
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Log.warn(`Object is already dead!`);
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return;
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}
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Register.endofloop(() => {
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cmd(2, this.body);
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delete Game.objects[this.body];
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if (this.level)
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this.level.unregister(this);
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Player.uncontrol(this);
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this.instances.remove(this);
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Register.unregister_obj(this);
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// Signal.clear_obj(this);
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this.body = -1;
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for (var key in this.components) {
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Register.unregister_obj(this.components[key]);
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this.components[key].kill();
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}
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this.objects.forEach(x => x.kill());
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this.stop();
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});
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},
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get up() {
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return [0,1].rotate(Math.deg2rad(this.angle));
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},
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get down() {
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return [0,-1].rotate(Math.deg2rad(this.angle));
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},
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get right() {
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return [1,0].rotate(Math.deg2rad(this.angle));
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},
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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 = {};
|
||||
|
|
Loading…
Reference in a new issue