tojson for ur and entity separation
This commit is contained in:
parent
31331af57d
commit
f6d491b142
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@ -24,6 +24,12 @@ function clone(proto, binds) {
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return c;
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};
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Object.totalassign = function(to, from)
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{
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for (var key in from)
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to[key] = from[key];
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}
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/* Prototypes out an object and assigns values */
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function copy(proto, binds) {
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var c = Object.create(proto);
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@ -23,6 +23,8 @@ var component = {
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},
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};
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component.toJSON = ur_json;
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var sprite = clone(component, {
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name: "sprite",
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path: "",
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@ -58,8 +60,6 @@ sync() {
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},
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kill() { cmd(9,this.id); },
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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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@ -68,12 +68,20 @@ kill() { cmd(9,this.id); },
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var sprite = Object.create(this);
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sprite.id = make_sprite(go);
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sprite.layer = 1;
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Log.say(`made sprite with pos ${sprite.pos}`);
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return sprite;
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},
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POS_MID: [-0.5, -0.5],
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});
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sprite.ur = {
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pos:[0,0],
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color:[1,1,1],
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layer:0,
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enabled:true
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};
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sprite.inputs = {};
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sprite.inputs.kp9 = function() { this.pos = [0,0]; };
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sprite.inputs.kp8 = function() { this.pos = [-0.5, 0]; };
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@ -238,14 +246,11 @@ var collider2d = clone(component, {
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register_hit(fn, obj) {
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register_collide(1, fn, obj, this.gameobject.body, this.shape);
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},
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make_fns: {
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set sensor(x) { cmd(18,this.shape,x); },
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/* set sensor(x) { cmd(18,this.shape,x); },
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get sensor() { return cmd(21,this.shape); },
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set enabled(x) { cmd(22,this.shape,x); },
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get enabled() { return cmd(23,this.shape); }
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},
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*/
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});
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collider2d.inputs = {};
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@ -623,21 +628,23 @@ bucket.inputs.rb.rep = true;
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var circle2d = clone(collider2d, {
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name: "circle 2d",
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radius: 10,
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offset: [0,0],
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set radius(x) { cmd_circle2d(0,this.id,x); },
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get radius() { return cmd_circle2d(2,this.id); },
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get scale() { return this.radius; },
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set scale(x) { this.radius = x; },
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get pos() { return this.offset; },
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set pos(x) { this.offset = x; },
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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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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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make(go) {
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var circle = Object.create(this.made);
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var circ = make_circle2d(go, circle.radius, circle.offset);
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Object.assign(circle, circ);
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Object.defineProperty(circle, 'id', {enumerable:false});
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Object.defineProperty(circle, 'shape', {enumerable:false});
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var circle = Object.create(this);
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Object.assign(circle, make_circle2d(go, circle.radius, circle.offset));
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circle.radius = 10;
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circle.offset = [0,0];
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return circle;
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},
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@ -649,22 +656,10 @@ var circle2d = clone(collider2d, {
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},
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});
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circle2d.made = Object.create(circle2d);
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complete_assign(circle2d.made, collider2d.make_fns);
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complete_assign(circle2d.made, {
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set radius(x) { cmd_circle2d(0,this.id,x); },
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get radius() { return cmd_circle2d(2,this.id); },
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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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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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});
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circle2d.ur = {
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radius:10,
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offset:[0,0],
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};
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/* ASSETS */
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@ -750,10 +750,8 @@ editor.inputs['C-d'].doc = "Duplicate all selected objects.";
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editor.inputs.f3 = function() {
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editor.selectlist.forEach(function(x) {
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Log.say("Selected JSON ...");
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Log.say(JSON.stringify(x,null,2));
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Log.say("UR JSON");
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Log.say(JSON.stringify(x.__proto__,null,2))
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// x.components.forEach(function(x) { Log.say(JSON.stringify(x,null,2)); Log.say(JSON.stringify(x.ur,null,2));});
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});
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};
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@ -172,7 +172,6 @@ var Render = {
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},
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};
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load("scripts/physics.js");
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load("scripts/input.js");
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load("scripts/sound.js");
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@ -374,6 +373,36 @@ function Color(from) {
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};
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*/
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var ur_json = function()
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{
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function objdiff(from, to) {
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if (!to) return from; // Everything on from is unique
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var ret = {};
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for (var key in from) {
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if (from[key]?.ur) {
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ret[key] = objdiff(from[key], from[key].ur);
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continue;
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}
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if (!(key in to)) continue;
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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) ret[key] = diff;
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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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return objdiff(this, this.ur);
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}
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load("scripts/components.js");
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function replacer_empty_nil(key, val) {
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@ -544,8 +573,6 @@ var Game = {
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Register.update.register(Game.exec, Game);
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//load("scripts/level.js");
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load("scripts/entity.js");
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var preprimum = {};
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@ -11,7 +11,6 @@ function grab_from_points(pos, points, slop) {
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};
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var gameobject = {
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scale: 1.0,
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save: true,
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selectable: true,
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@ -22,7 +21,6 @@ var gameobject = {
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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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Nuke.newline(Collision.num);
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@ -51,9 +49,6 @@ var gameobject = {
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}
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},
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mass: 1,
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phys: 2,
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phys_nuke() {
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Nuke.newline(1);
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Nuke.label("phys");
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@ -62,10 +57,6 @@ var gameobject = {
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this.phys = Nuke.radio("kinematic", this.phys, 1);
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this.phys = Nuke.radio("static", this.phys, 2);
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},
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friction: 0,
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elasticity: 0,
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flipx: false,
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flipy: false,
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set_center(pos) {
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var change = pos.sub(this.pos);
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@ -76,9 +67,7 @@ var gameobject = {
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}
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},
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pos: [0,0],
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set relpos(x) {
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set_relpos(x) {
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if (!this.level) {
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this.pos = x;
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return;
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@ -87,29 +76,20 @@ var gameobject = {
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this.pos = Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.pos);
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},
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get relpos() {
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get_relpos() {
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if (!this.level) return this.pos;
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var offset = this.pos.sub(this.level.pos);
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return Vector.rotate(offset, -Math.deg2rad(this.level.angle));
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},
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angle: 0,
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get relangle() {
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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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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 ur, if it were to be spawned */
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boundingbox() {
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},
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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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@ -167,24 +147,6 @@ var gameobject = {
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},
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instances: [],
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make(level) {
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level ??= Primum;
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var obj = Object.create(this);
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obj.defn('body', make_gameobject(this.scale,
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this.phys,
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this.mass,
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this.friction,
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this.elasticity) );
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obj.defn('components', {});
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Game.register_obj(obj);
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cmd(113, obj.body, obj);
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/* Now that it's concrete in the engine, these functions update to return engine data */
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complete_assign(obj, {
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make() { Log.error("Cannot make from an entity.") },
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set scale(x) { cmd(36, this.body, x); },
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get scale() { return cmd(103, this.body); },
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get flipx() { return cmd(104,this.body); },
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@ -288,8 +250,8 @@ var gameobject = {
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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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// 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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@ -309,34 +271,19 @@ var gameobject = {
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},
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up() { return [0,1].rotate(Math.deg2rad(this.angle));},
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down() { return [0,-1].rotate(Math.deg2rad(this.angle));},
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right() { return [1,0].rotate(Math.deg2rad(this.angle));},
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left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
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// down() { return [0,-1].rotate(Math.deg2rad(this.angle));},
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// right() { return [1,0].rotate(Math.deg2rad(this.angle));},
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// left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
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toJSON() {
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function objdiff(from, to) {
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if (!to) return from; /* Everything on from is unique */
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var ret = {};
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for (var key of Object.keys(from)) {
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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) ret[key] = diff;
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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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Log.say("Returning a obj with values ...");
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for (var key in ret)
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Log.say(key);
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make(level) {
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level ??= Primum;
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var obj = Object.create(this);
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obj.defn('body', make_gameobject());
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obj.defn('components', {});
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Game.register_obj(obj);
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if (ret.empty) return undefined;
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return ret;
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}
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return objdiff(this, this.__proto__);
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},
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});
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cmd(113, obj.body, obj); // set the internal obj reference to this obj
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for (var prop in obj) {
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if (typeof obj[prop] === 'object' && 'make' in obj[prop]) {
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@ -346,8 +293,6 @@ var gameobject = {
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}
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};
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dainty_assign(obj, this);
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obj.check_registers(obj);
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gameobject.make_parentable(obj);
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@ -358,6 +303,8 @@ var gameobject = {
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obj.$[e] = obj.spawn(prototypes.get_ur(obj.$[e].ur));
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}
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Object.totalassign(obj, obj.ur);
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if (typeof obj.start === 'function') obj.start();
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level.add_child(obj);
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@ -380,6 +327,22 @@ var gameobject = {
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},
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}
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gameobject.toJSON = ur_json;
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gameobject.ur = {
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pos: [0,0],
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scale:1,
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flipx:false,
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flipy:false,
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angle:0,
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elasticity:0.5,
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friction:1,
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mass:1,
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velocity:[0,0],
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angularvelocity:0,
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layer: 0,
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};
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gameobject.make_parentable = function(obj) {
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var objects = [];
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Object.defHidden(obj, 'level');
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@ -129,7 +129,7 @@ void phys2d_set_gravity(cpVect v);
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void shape_enabled(struct phys2d_shape *shape, int enabled);
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int shape_is_enabled(struct phys2d_shape *shape);
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void shape_set_sensor(struct phys2d_shape *shape, int sensor);
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int shape_get_sensor(struct phys2d_shape *shape);
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int shape_get_sensor(struct phys2d_shape *shape);
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struct rgba shape_color_s(cpShape *shape);
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@ -1257,20 +1257,7 @@ JSValue duk_sys_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *ar
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}
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JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
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int g = MakeGameobject();
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struct gameobject *go = get_gameobject_from_id(g);
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go->scale = js2number(argv[0]);
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go->bodytype = js2int(argv[1]);
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go->mass = js2number(argv[2]);
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go->f = js2number(argv[3]);
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go->e = js2number(argv[4]);
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go->flipx = 1.f;
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go->flipy = 1.f;
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gameobject_apply(go);
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return JS_NewInt64(js, g);
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return JS_NewInt64(js, MakeGameobject());
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}
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JSValue duk_yughlog(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
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@ -1653,7 +1640,7 @@ void ffi_load() {
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DUK_FUNC(nuke, 6)
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#endif
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DUK_FUNC(make_gameobject, 7)
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DUK_FUNC(make_gameobject, 0)
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DUK_FUNC(set_body, 3)
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DUK_FUNC(q_body, 2)
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Reference in a new issue