proper saving of object list

This commit is contained in:
John Alanbrook 2023-10-02 22:03:01 +00:00
parent ac91e0742a
commit f5c7b0433d
5 changed files with 170 additions and 118 deletions

View file

@ -110,6 +110,8 @@ Object.merge = function(target, ...objs)
for (var obj of objs)
for (var key of Object.keys(obj))
Object.mergekey(target,obj,key);
return target;
}
Object.totalmerge = function(target, ...objs)
@ -146,6 +148,17 @@ Object.defHidden = function(obj, prop)
Object.defineProperty(obj, prop, {enumerable:false, writable:true});
}
Object.hide = function(obj,prop)
{
var p = Object.getOwnPropertyDescriptor(obj,prop);
if (!p) {
Log.warn(`No property of name ${prop}.`);
return;
}
p.enumerable = false;
Object.defineProperty(obj, prop, p);
}
Object.defineProperty(Object.prototype, 'obscure', {
value: function(name) {
Object.defineProperty(this, name, { enumerable: false });
@ -507,7 +520,7 @@ value: function(b) {
if (b == null) return false;
if (this === b) return true;
return JSON.stringify(this) === JSON.stringify(b);
return JSON.stringify(this.sort()) === JSON.stringify(b.sort());
for (var i = 0; i < this.length; i++) {
if (!this[i] === b[i])
@ -669,7 +682,7 @@ Math.lerp = function(s,f,t) { return (f-s)*t + s; };
Number.prec = function(num)
{
return parseFloat(num.toFixed(2));
return parseFloat(num.toFixed(3));
}
Object.defineProperty(Object.prototype, 'lerp',{

View file

@ -78,8 +78,8 @@ component.sprite.maker = Object.copy(component, {
get path() {
return this.resavi(cmd(116,this.id));
},
get visible() { return this.enabled; },
set visible(x) { this.enabled = x; },
hide() { this.enabled = false; },
show() { this.enabled = true; },
asset(str) { this.path = str; },
rect: {s0:0, s1: 1, t0: 0, t1: 1},
get enabled() { return cmd(114,this.id); },

View file

@ -83,6 +83,11 @@ function diffassign(target, from) {
}
};
function positive_diff(from, to)
{
var diff = {};
}
function diff(from, to) {
var obj = {};

View file

@ -388,41 +388,50 @@ var editor = {
GUI.text("0,0", world2screen([0,0]));
var clvl = this.edit_level;
var lvlchain = [];
while (clvl !== Primum) {
lvlchain.push(clvl);
clvl = clvl.level;
}
lvlchain.push(clvl);
var lvlcolorsample = 1;
var lvlcolor = ColorMap.Inferno.sample(lvlcolorsample);
var colormap = ColorMap.Bathymetry;
var lvlcolor = colormap.sample(lvlcolorsample);
var ypos = 200;
while (clvl) {
lvlcolor = ColorMap.Inferno.sample(lvlcolorsample);
var lvlstr = clvl.toString();
if (clvl.dirty)
lvlchain.reverse();
lvlchain.forEach(function(x) {
lvlcolor = colormap.sample(lvlcolorsample);
var lvlstr = x.toString();
if (x.dirty)
lvlstr += "*";
GUI.text(lvlstr, [0, ypos], 1, lvlcolor);
lvlcolorsample -= 0.1;
if (!clvl.level) break;
clvl = clvl.level;
if (clvl) {
GUI.text("^^^^^^", [0,ypos-15],1);
ypos -= 15;
}
ypos -= 5;
}
GUI.text("^^^^^^", [0,ypos+=5],1);
ypos += 15;
});
/* Color selected objects with the next deeper color */
lvlcolorsample -= 0.1;
lvlcolor = ColorMap.Inferno.sample(lvlcolorsample);
lvlcolor = colormap.sample(lvlcolorsample);
GUI.text("$$$$$$", [0,ypos],1,lvlcolor);
this.selectlist.forEach(function(x) {
var sname = x.ur.toString();
if (!x.json_obj().empty)
if (!x.level_obj().empty)
x.dirty = true;
else
x.dirty = false;
if (x.dirty) sname += "*";
GUI.text(sname, world2screen(x.worldpos).add([0, 16]), 1, lvlcolor);
GUI.text(x.worldpos.map(function(x) { return Math.round(x); }), world2screen(x.worldpos), 1, Color.white);
Debug.arrow(world2screen(x.worldpos), world2screen(x.worldpos.add(x.up().scale(40))), Color.yellow, 1);
GUI.text(sname, world2screen(x.worldpos()).add([0, 16]), 1, lvlcolor);
GUI.text(x.worldpos().map(function(x) { return Math.round(x); }), world2screen(x.worldpos()), 1, Color.white);
Debug.arrow(world2screen(x.worldpos()), world2screen(x.worldpos().add(x.up().scale(40))), Color.yellow, 1);
if ('gizmo' in x && typeof x['gizmo'] === 'function' )
x.gizmo();
@ -431,12 +440,12 @@ var editor = {
if (this.selectlist.length === 0)
for (var key in this.edit_level.objects) {
var o = this.edit_level.objects[key];
GUI.text(key, world2screen(o.worldpos), 1, lvlcolor);
GUI.text(key, world2screen(o.worldpos()), 1, lvlcolor);
}
else
this.selectlist.forEach(function(x) {
Object.entries(x.objects).forEach(function(x) {
GUI.text(x[0], world2screen(x[1].worldpos), 1, lvlcolor);
GUI.text(x[0], world2screen(x[1].worldpos()), 1, lvlcolor);
});
});
@ -450,7 +459,7 @@ var editor = {
for (var key in this.selectlist[0].components) {
var selected = this.sel_comp === this.selectlist[0].components[key];
var str = (selected ? ">" : " ") + key + " [" + this.selectlist[0].components[key].name + "]";
GUI.text(str, world2screen(this.selectlist[0].worldpos).add([0,-16*(i++)]));
GUI.text(str, world2screen(this.selectlist[0].worldpos()).add([0,-16*(i++)]));
}
if (this.sel_comp) {
@ -460,7 +469,7 @@ var editor = {
editor.edit_level.objects.forEach(function(obj) {
if (!obj.selectable)
GUI.image("icons/icons8-lock-16.png", world2screen(obj.worldpos));
GUI.image("icons/icons8-lock-16.png", world2screen(obj.worldpos()));
});
Debug.draw_grid(1, editor_config.grid_size, Color.Editor.grid.alpha(0.3));
@ -696,7 +705,7 @@ editor.inputs['C-r'].doc = "Negate the selected's angle.";
editor.inputs.r = function() {
if (editor.sel_comp && 'angle' in editor.sel_comp) {
var relpos = Mouse.worldpos.sub(editor.sel_comp.gameobject.worldpos);
var relpos = Mouse.worldpos.sub(editor.sel_comp.gameobject.worldpos());
editor.startoffset = Math.atan2(relpos.y, relpos.x);
editor.startrot = editor.sel_comp.angle;
@ -781,10 +790,11 @@ editor.inputs['C-s'] = function() {
};
if (editor.selectlist.length !== 1 || !editor.selectlist[0].dirty) return;
Object.merge(editor.selectlist[0].ur_obj(), editor.selectlist[0].level_obj());
Object.merge(editor.selectlist[0].ur, editor.selectlist[0].level_obj());
var path = editor.selectlist[0].ur.toString();
path = path.replaceAll('.','/');
path = path + "/" + path.name() + ".json";
IO.slurpwrite(JSON.stringify(editor.selectlist[0].ur,null,1), path);
};
editor.inputs['C-s'].doc = "Save selected.";
@ -1386,18 +1396,15 @@ var replpanel = Object.copy(inputpanel, {
action() {
var ecode = "";
if (editor.selectlist.length === 1) {
for (var key in editor.selectlist[0].objects)
ecode += `var ${key} = editor.selectlist[0].objects['${key}'];`;
} else {
for (var key in editor.edit_level.objects)
var repl_obj = (editor.selectlist.length === 1) ? editor.selectlist[0] : editor.edit_level;
ecode += `var $ = repl_obj.objects;`;
for (var key in repl_obj.objects)
ecode += `var ${key} = editor.edit_level.objects['${key}'];`;
}
ecode += this.value;
Log.say(this.value);
this.value = "";
var ret = function() {return eval(ecode);}.call(editor.selectlist[0]);
var ret = function() {return eval(ecode);}.call(repl_obj);
Log.say(ret);
},
});

View file

@ -11,9 +11,6 @@ function grab_from_points(pos, points, slop) {
};
var gameobject = {
save: true,
selectable: true,
ed_locked: false,
layer_nuke() {
Nuke.label("Collision layer");
@ -30,18 +27,8 @@ var gameobject = {
this.draw_layer = Nuke.radio(i, this.draw_layer, i);
},
_visible: true,
get visible(){ return this._visible; },
set visible(x) {
this._visible = x;
for (var key in this.components) {
if ('visible' in this.components[key]) {
this.components[key].visible = x;
}
}
for (var key in this.objects)
this.objects[key].visible = x;
},
hide() { this.components.forEach(function(x) { x.hide(); }); this.objects.forEach(function(x) { x.hide(); }); },
show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); },
phys_nuke() {
Nuke.newline(1);
@ -66,8 +53,6 @@ var gameobject = {
return this.angle - this.level.angle;
},
gizmo: "", /* Path to an image to draw for this gameobject */
width() {
var bb = this.boundingbox();
return bb.r - bb.l;
@ -80,9 +65,9 @@ var gameobject = {
/* Make a unique object the same as its prototype */
revert() {
var t = this.transform();
// var t = this.transform();
Object.totalmerge(this,this.ur);
Object.merge(this,t);
// Object.merge(this,t);
},
gui() {
@ -96,7 +81,6 @@ var gameobject = {
}
},
check_registers(obj) {
Register.unregister_obj(this);
@ -123,8 +107,6 @@ var gameobject = {
register_collide(1, x.collide, x, obj.body, x.shape);
});
},
instances: [],
get scale() { return cmd(103, this.body); },
set scale(x) {
var pct = x/this.scale;
@ -143,7 +125,7 @@ var gameobject = {
this.objects.forEach(function(obj) {
obj.flipx = !obj.flipx;
var rp = obj.pos;
obj.pos = [-rp.x, rp.y].add(this.worldpos);
obj.pos = [-rp.x, rp.y].add(this.worldpos());
obj.angle = -obj.angle;
},this);
},
@ -154,22 +136,21 @@ var gameobject = {
return;
this.objects.forEach(function(obj) {
var rp = obj.pos;
obj.pos = [rp.x, -rp.y].add(this.worldpos);
obj.pos = [rp.x, -rp.y].add(this.worldpos());
obj.angle = -obj.angle;
},this);
},
set pos(x) {
this.worldpos = Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.worldpos); },
set pos(x) { this.set_worldpos(Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.worldpos())); },
get pos() {
var offset = this.worldpos.sub(this.level.worldpos);
var offset = this.worldpos().sub(this.level.worldpos());
return Vector.rotate(offset, -Math.deg2rad(this.level.angle));
},
get worldpos() { return q_body(1,this.body); },
set worldpos(x) {
var diff = x.sub(this.worldpos);
this.objects.forEach(function(x) { x.worldpos = x.worldpos.add(diff); });
worldpos() { return q_body(1,this.body); },
set_worldpos(x) {
var diff = x.sub(this.worldpos());
this.objects.forEach(function(x) { x.set_worldpos(x.worldpos().add(diff)); });
set_body(2,this.body,x);
},
@ -209,6 +190,7 @@ var gameobject = {
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);},
@ -269,23 +251,23 @@ var gameobject = {
return bb ? bb : cwh2bb([0,0], [0,0]);
},
json_obj() {
function objdiff(from, to) {
diff(from, to) {
var ret = {};
for (var key in from) {
if (!Object.hasOwn(from, key) && !Object.isAccessor(from,key)) continue;
if (typeof from[key] === 'undefined' || typeof to[key] === 'undefined') continue;
if (typeof from[key] === 'function') continue;
if (typeof to === 'object' && !(key in to)) continue;
// if (typeof to === 'object' && !(key in to)) continue;
if (Array.isArray(from[key])) {
if (!Array.isArray(to[key]))
ret[key] = Object.values(objdiff(from[key], []));
ret[key] = Object.values(gameobject.diff(from[key], []));
if (from[key].length !== to[key].length)
ret[key] = Object.values(objdiff(from[key], []));
ret[key] = Object.values(gameobject.diff(from[key], []));
var diff = objdiff(from[key], to[key]);
var diff = gameobject.diff(from[key], to[key]);
if (diff && !diff.empty)
ret[key] = Object.values(diff);
@ -293,7 +275,7 @@ var gameobject = {
}
if (typeof from[key] === 'object') {
var diff = objdiff(from[key], to[key]);
var diff = gameobject.diff(from[key], to[key]);
if (diff && !diff.empty)
ret[key] = diff;
continue;
@ -311,10 +293,10 @@ var gameobject = {
}
if (ret.empty) return undefined;
return ret;
}
var ur = objdiff(this,this.ur);
},
json_obj() {
var ur = gameobject.diff(this,this.ur);
return ur ? ur : {};
},
@ -326,11 +308,23 @@ var gameobject = {
level_obj() {
var json = this.json_obj();
Object.entries(this.objects).forEach(function(x) {
json[x[0]] = x[1].transform_obj();
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 = {};