proper saving of object list
This commit is contained in:
parent
ac91e0742a
commit
f5c7b0433d
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@ -110,6 +110,8 @@ Object.merge = function(target, ...objs)
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for (var obj of objs)
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for (var key of Object.keys(obj))
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Object.mergekey(target,obj,key);
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return target;
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}
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Object.totalmerge = function(target, ...objs)
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@ -146,6 +148,17 @@ Object.defHidden = function(obj, prop)
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Object.defineProperty(obj, prop, {enumerable:false, writable:true});
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}
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Object.hide = function(obj,prop)
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{
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var p = Object.getOwnPropertyDescriptor(obj,prop);
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if (!p) {
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Log.warn(`No property of name ${prop}.`);
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return;
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}
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p.enumerable = false;
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Object.defineProperty(obj, prop, p);
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}
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Object.defineProperty(Object.prototype, 'obscure', {
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value: function(name) {
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Object.defineProperty(this, name, { enumerable: false });
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@ -507,7 +520,7 @@ value: function(b) {
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if (b == null) return false;
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if (this === b) return true;
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return JSON.stringify(this) === JSON.stringify(b);
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return JSON.stringify(this.sort()) === JSON.stringify(b.sort());
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for (var i = 0; i < this.length; i++) {
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if (!this[i] === b[i])
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@ -669,7 +682,7 @@ Math.lerp = function(s,f,t) { return (f-s)*t + s; };
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Number.prec = function(num)
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{
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return parseFloat(num.toFixed(2));
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return parseFloat(num.toFixed(3));
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}
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Object.defineProperty(Object.prototype, 'lerp',{
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@ -78,8 +78,8 @@ component.sprite.maker = Object.copy(component, {
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get path() {
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return this.resavi(cmd(116,this.id));
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},
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get visible() { return this.enabled; },
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set visible(x) { this.enabled = x; },
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hide() { this.enabled = false; },
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show() { this.enabled = true; },
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asset(str) { this.path = str; },
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rect: {s0:0, s1: 1, t0: 0, t1: 1},
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get enabled() { return cmd(114,this.id); },
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@ -83,6 +83,11 @@ function diffassign(target, from) {
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}
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};
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function positive_diff(from, to)
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{
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var diff = {};
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}
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function diff(from, to) {
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var obj = {};
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@ -388,41 +388,50 @@ var editor = {
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GUI.text("0,0", world2screen([0,0]));
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var clvl = this.edit_level;
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var lvlcolorsample = 1;
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var lvlcolor = ColorMap.Inferno.sample(lvlcolorsample);
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var lvlchain = [];
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while (clvl !== Primum) {
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lvlchain.push(clvl);
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clvl = clvl.level;
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}
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lvlchain.push(clvl);
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var lvlcolorsample = 1;
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var colormap = ColorMap.Bathymetry;
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var lvlcolor = colormap.sample(lvlcolorsample);
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var ypos = 200;
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while (clvl) {
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lvlcolor = ColorMap.Inferno.sample(lvlcolorsample);
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var lvlstr = clvl.toString();
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if (clvl.dirty)
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lvlchain.reverse();
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lvlchain.forEach(function(x) {
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lvlcolor = colormap.sample(lvlcolorsample);
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var lvlstr = x.toString();
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if (x.dirty)
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lvlstr += "*";
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GUI.text(lvlstr, [0, ypos], 1, lvlcolor);
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lvlcolorsample -= 0.1;
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if (!clvl.level) break;
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clvl = clvl.level;
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if (clvl) {
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GUI.text("^^^^^^", [0,ypos-15],1);
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ypos -= 15;
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}
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ypos -= 5;
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}
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GUI.text("^^^^^^", [0,ypos+=5],1);
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ypos += 15;
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});
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/* Color selected objects with the next deeper color */
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lvlcolorsample -= 0.1;
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lvlcolor = ColorMap.Inferno.sample(lvlcolorsample);
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lvlcolor = colormap.sample(lvlcolorsample);
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GUI.text("$$$$$$", [0,ypos],1,lvlcolor);
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this.selectlist.forEach(function(x) {
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var sname = x.ur.toString();
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if (!x.json_obj().empty)
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if (!x.level_obj().empty)
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x.dirty = true;
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else
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x.dirty = false;
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if (x.dirty) sname += "*";
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GUI.text(sname, world2screen(x.worldpos).add([0, 16]), 1, lvlcolor);
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GUI.text(x.worldpos.map(function(x) { return Math.round(x); }), world2screen(x.worldpos), 1, Color.white);
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Debug.arrow(world2screen(x.worldpos), world2screen(x.worldpos.add(x.up().scale(40))), Color.yellow, 1);
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GUI.text(sname, world2screen(x.worldpos()).add([0, 16]), 1, lvlcolor);
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GUI.text(x.worldpos().map(function(x) { return Math.round(x); }), world2screen(x.worldpos()), 1, Color.white);
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Debug.arrow(world2screen(x.worldpos()), world2screen(x.worldpos().add(x.up().scale(40))), Color.yellow, 1);
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if ('gizmo' in x && typeof x['gizmo'] === 'function' )
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x.gizmo();
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@ -431,12 +440,12 @@ var editor = {
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if (this.selectlist.length === 0)
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for (var key in this.edit_level.objects) {
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var o = this.edit_level.objects[key];
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GUI.text(key, world2screen(o.worldpos), 1, lvlcolor);
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GUI.text(key, world2screen(o.worldpos()), 1, lvlcolor);
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}
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else
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this.selectlist.forEach(function(x) {
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Object.entries(x.objects).forEach(function(x) {
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GUI.text(x[0], world2screen(x[1].worldpos), 1, lvlcolor);
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GUI.text(x[0], world2screen(x[1].worldpos()), 1, lvlcolor);
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});
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});
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@ -450,7 +459,7 @@ var editor = {
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for (var key in this.selectlist[0].components) {
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var selected = this.sel_comp === this.selectlist[0].components[key];
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var str = (selected ? ">" : " ") + key + " [" + this.selectlist[0].components[key].name + "]";
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GUI.text(str, world2screen(this.selectlist[0].worldpos).add([0,-16*(i++)]));
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GUI.text(str, world2screen(this.selectlist[0].worldpos()).add([0,-16*(i++)]));
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}
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if (this.sel_comp) {
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@ -460,7 +469,7 @@ var editor = {
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editor.edit_level.objects.forEach(function(obj) {
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if (!obj.selectable)
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GUI.image("icons/icons8-lock-16.png", world2screen(obj.worldpos));
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GUI.image("icons/icons8-lock-16.png", world2screen(obj.worldpos()));
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});
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Debug.draw_grid(1, editor_config.grid_size, Color.Editor.grid.alpha(0.3));
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@ -696,7 +705,7 @@ editor.inputs['C-r'].doc = "Negate the selected's angle.";
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editor.inputs.r = function() {
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if (editor.sel_comp && 'angle' in editor.sel_comp) {
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var relpos = Mouse.worldpos.sub(editor.sel_comp.gameobject.worldpos);
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var relpos = Mouse.worldpos.sub(editor.sel_comp.gameobject.worldpos());
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editor.startoffset = Math.atan2(relpos.y, relpos.x);
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editor.startrot = editor.sel_comp.angle;
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@ -779,12 +788,13 @@ editor.inputs['C-s'] = function() {
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editor.openpanel(saveaspanel);
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return;
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};
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if (editor.selectlist.length !== 1 || !editor.selectlist[0].dirty) return;
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Object.merge(editor.selectlist[0].ur_obj(), editor.selectlist[0].level_obj());
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Object.merge(editor.selectlist[0].ur, editor.selectlist[0].level_obj());
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var path = editor.selectlist[0].ur.toString();
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path = path.replaceAll('.','/');
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path = path + "/" + path.name() + ".json";
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IO.slurpwrite(JSON.stringify(editor.selectlist[0].ur,null,1), path);
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};
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editor.inputs['C-s'].doc = "Save selected.";
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@ -1385,19 +1395,16 @@ var replpanel = Object.copy(inputpanel, {
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},
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action() {
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var ecode = "";
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if (editor.selectlist.length === 1) {
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for (var key in editor.selectlist[0].objects)
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ecode += `var ${key} = editor.selectlist[0].objects['${key}'];`;
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} else {
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for (var key in editor.edit_level.objects)
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ecode += `var ${key} = editor.edit_level.objects['${key}'];`;
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}
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var ecode = "";
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var repl_obj = (editor.selectlist.length === 1) ? editor.selectlist[0] : editor.edit_level;
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ecode += `var $ = repl_obj.objects;`;
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for (var key in repl_obj.objects)
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ecode += `var ${key} = editor.edit_level.objects['${key}'];`;
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ecode += this.value;
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Log.say(this.value);
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this.value = "";
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var ret = function() {return eval(ecode);}.call(editor.selectlist[0]);
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var ret = function() {return eval(ecode);}.call(repl_obj);
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Log.say(ret);
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},
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});
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@ -11,9 +11,6 @@ function grab_from_points(pos, points, slop) {
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};
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var gameobject = {
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save: true,
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selectable: true,
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ed_locked: false,
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layer_nuke() {
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Nuke.label("Collision layer");
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@ -29,19 +26,9 @@ var gameobject = {
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for (var i = 0; i < 5; i++)
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this.draw_layer = Nuke.radio(i, this.draw_layer, i);
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},
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_visible: true,
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get visible(){ return this._visible; },
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set visible(x) {
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this._visible = x;
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for (var key in this.components) {
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if ('visible' in this.components[key]) {
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this.components[key].visible = x;
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}
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}
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for (var key in this.objects)
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this.objects[key].visible = x;
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},
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hide() { this.components.forEach(function(x) { x.hide(); }); this.objects.forEach(function(x) { x.hide(); }); },
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show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); },
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phys_nuke() {
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Nuke.newline(1);
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@ -66,8 +53,6 @@ var gameobject = {
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return this.angle - this.level.angle;
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},
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gizmo: "", /* Path to an image to draw for this gameobject */
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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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@ -80,9 +65,9 @@ var gameobject = {
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/* Make a unique object the same as its prototype */
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revert() {
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var t = this.transform();
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// var t = this.transform();
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Object.totalmerge(this,this.ur);
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Object.merge(this,t);
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// Object.merge(this,t);
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},
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gui() {
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@ -96,7 +81,6 @@ var gameobject = {
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}
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},
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check_registers(obj) {
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Register.unregister_obj(this);
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@ -123,8 +107,6 @@ var gameobject = {
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register_collide(1, x.collide, x, obj.body, x.shape);
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});
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},
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instances: [],
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get scale() { return cmd(103, this.body); },
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set scale(x) {
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var pct = x/this.scale;
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@ -143,7 +125,7 @@ var gameobject = {
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this.objects.forEach(function(obj) {
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obj.flipx = !obj.flipx;
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var rp = obj.pos;
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obj.pos = [-rp.x, rp.y].add(this.worldpos);
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obj.pos = [-rp.x, rp.y].add(this.worldpos());
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obj.angle = -obj.angle;
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},this);
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},
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@ -154,22 +136,21 @@ var gameobject = {
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return;
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this.objects.forEach(function(obj) {
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var rp = obj.pos;
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obj.pos = [rp.x, -rp.y].add(this.worldpos);
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obj.pos = [rp.x, -rp.y].add(this.worldpos());
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obj.angle = -obj.angle;
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},this);
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},
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set pos(x) {
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this.worldpos = Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.worldpos); },
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set pos(x) { this.set_worldpos(Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.worldpos())); },
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get pos() {
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var offset = this.worldpos.sub(this.level.worldpos);
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var offset = this.worldpos().sub(this.level.worldpos());
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return Vector.rotate(offset, -Math.deg2rad(this.level.angle));
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},
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get worldpos() { return q_body(1,this.body); },
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set worldpos(x) {
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var diff = x.sub(this.worldpos);
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this.objects.forEach(function(x) { x.worldpos = x.worldpos.add(diff); });
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worldpos() { return q_body(1,this.body); },
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set_worldpos(x) {
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var diff = x.sub(this.worldpos());
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this.objects.forEach(function(x) { x.set_worldpos(x.worldpos().add(diff)); });
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set_body(2,this.body,x);
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},
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@ -209,6 +190,7 @@ var gameobject = {
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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) { set_body(8, this.body, Math.deg2rad(x)); },
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pulse(vec) { set_body(4, this.body, vec);},
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push(vec) { set_body(12,this.body,vec);},
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@ -269,52 +251,52 @@ var gameobject = {
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return bb ? bb : cwh2bb([0,0], [0,0]);
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},
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json_obj() {
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function objdiff(from, to) {
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var ret = {};
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diff(from, to) {
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var ret = {};
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for (var key in from) {
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if (typeof from[key] === 'undefined' || typeof to[key] === 'undefined') continue;
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if (typeof from[key] === 'function') continue;
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if (typeof to === 'object' && !(key in to)) continue;
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for (var key in from) {
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if (!Object.hasOwn(from, key) && !Object.isAccessor(from,key)) continue;
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if (typeof from[key] === 'undefined' || typeof to[key] === 'undefined') continue;
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if (typeof from[key] === 'function') continue;
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// if (typeof to === 'object' && !(key in to)) continue;
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if (Array.isArray(from[key])) {
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if (!Array.isArray(to[key]))
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ret[key] = Object.values(objdiff(from[key], []));
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if (Array.isArray(from[key])) {
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if (!Array.isArray(to[key]))
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ret[key] = Object.values(gameobject.diff(from[key], []));
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if (from[key].length !== to[key].length)
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ret[key] = Object.values(objdiff(from[key], []));
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if (from[key].length !== to[key].length)
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ret[key] = Object.values(gameobject.diff(from[key], []));
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var diff = objdiff(from[key], to[key]);
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if (diff && !diff.empty)
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ret[key] = Object.values(diff);
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var diff = gameobject.diff(from[key], to[key]);
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if (diff && !diff.empty)
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ret[key] = Object.values(diff);
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continue;
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}
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if (typeof from[key] === 'object') {
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var diff = objdiff(from[key], to[key]);
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if (diff && !diff.empty)
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ret[key] = diff;
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continue;
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}
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if (typeof from[key] === 'number') {
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var a = Number.prec(from[key]);
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if (a !== to[key])
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ret[key] = a;
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continue;
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}
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if (from[key] !== to[key])
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ret[key] = from[key];
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continue;
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}
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if (ret.empty) return undefined;
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return ret;
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if (typeof from[key] === 'object') {
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var diff = gameobject.diff(from[key], to[key]);
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if (diff && !diff.empty)
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ret[key] = diff;
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continue;
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}
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if (typeof from[key] === 'number') {
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var a = Number.prec(from[key]);
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if (a !== to[key])
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ret[key] = a;
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continue;
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}
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if (from[key] !== to[key])
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ret[key] = from[key];
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}
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if (ret.empty) return undefined;
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return ret;
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},
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var ur = objdiff(this,this.ur);
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json_obj() {
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var ur = gameobject.diff(this,this.ur);
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return ur ? ur : {};
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},
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@ -326,11 +308,23 @@ var gameobject = {
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level_obj() {
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var json = this.json_obj();
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Object.entries(this.objects).forEach(function(x) {
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json[x[0]] = x[1].transform_obj();
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||||
Object.assign(json[x[0]], x[1].json_obj());
|
||||
json[x[0]].ur = x[1].ur.toString();
|
||||
});
|
||||
var objects = {};
|
||||
this.ur.objects ??= {};
|
||||
if (!Object.keys(this.objects).equal(Object.keys(this.ur.objects))) {
|
||||
for (var o in this.objects)
|
||||
objects[o] = this.objects[o].transform_obj();
|
||||
} else {
|
||||
for (var o in this.objects) {
|
||||
var obj = this.objects[o].json_obj();
|
||||
Object.assign(obj, gameobject.diff(this.objects[o].transform(), this.ur.objects[o]));
|
||||
if (!obj.empty)
|
||||
objects[o] = obj;
|
||||
}
|
||||
}
|
||||
|
||||
if (!objects.empty)
|
||||
json.objects = objects;
|
||||
|
||||
return json;
|
||||
},
|
||||
|
||||
|
@ -423,6 +417,8 @@ var gameobject = {
|
|||
obj.body = make_gameobject();
|
||||
obj.components = {};
|
||||
obj.objects = {};
|
||||
Object.hide(obj, 'components');
|
||||
Object.hide(obj, 'objects');
|
||||
obj.toString = function() { return obj.ur.toString(); };
|
||||
|
||||
Game.register_obj(obj);
|
||||
|
@ -439,24 +435,52 @@ var gameobject = {
|
|||
|
||||
if ('ur' in p) {
|
||||
obj[prop] = obj.spawn(prototypes.get_ur(p.ur));
|
||||
obj.rename_obj(obj[prop].toString(), prop);
|
||||
} else if ('comp' in p) {
|
||||
obj[prop] = component[p.comp].make(obj);
|
||||
obj.components[prop] = obj[prop];
|
||||
}
|
||||
};
|
||||
|
||||
if (ur.objects) {
|
||||
for (var prop in ur.objects) {
|
||||
var o = ur.objects[prop];
|
||||
var newobj = obj.spawn(prototypes.get_ur(o.ur));
|
||||
obj.rename_obj(newobj.toString(), prop);
|
||||
}
|
||||
}
|
||||
|
||||
var save_tostr = obj.toString;
|
||||
Object.totalmerge(obj,ur);
|
||||
obj.toString = save_tostr;
|
||||
obj.objects.forEach(function(x) { x.pos = obj.pos.add(x.pos); });
|
||||
obj.components.forEach(function(x) { if ('sync' in x) x.sync(); });
|
||||
obj.check_registers(obj);
|
||||
|
||||
obj.objects.forEach(function(x) {
|
||||
x.ur = prototypes.get_ur(x.ur);
|
||||
});
|
||||
|
||||
if (typeof obj.start === 'function') obj.start();
|
||||
|
||||
return obj;
|
||||
},
|
||||
|
||||
rename_obj(name, newname) {
|
||||
if (!this.objects[name]) {
|
||||
Log.warn(`No object with name ${name}. Could not rename to ${newname}.`);
|
||||
return;
|
||||
}
|
||||
if (this.objects[newname]) {
|
||||
Log.warn(`Already an object with name ${newname}.`);
|
||||
return;
|
||||
}
|
||||
Log.warn(`Renaming from ${name} to ${newname}.`);
|
||||
|
||||
this.objects[newname] = this.objects[name];
|
||||
delete this.objects[name];
|
||||
return this.objects[newname];
|
||||
},
|
||||
|
||||
register_hit(fn, obj) {
|
||||
if (!obj)
|
||||
obj = this;
|
||||
|
@ -474,6 +498,8 @@ var gameobject = {
|
|||
|
||||
gameobject.toJSON = gameobject.level_obj;
|
||||
|
||||
gameobject.spawn.doc = `Spawn an entity of type 'ur' on this entity. Returns the spawned entity.`;
|
||||
|
||||
gameobject.ur = {
|
||||
// pos: [0,0],
|
||||
scale:1,
|
||||
|
@ -486,10 +512,11 @@ gameobject.ur = {
|
|||
// velocity:[0,0],
|
||||
// angularvelocity:0,
|
||||
layer: 0,
|
||||
save: true,
|
||||
selectable: true,
|
||||
ed_locked: false,
|
||||
};
|
||||
|
||||
gameobject.entity = {};
|
||||
|
||||
/* Default objects */
|
||||
var prototypes = {};
|
||||
prototypes.ur = {};
|
||||
|
|
Loading…
Reference in a new issue