function grab_from_points(pos, points, slop) { var shortest = slop; var idx = -1; points.forEach(function(x,i) { if (Vector.length(pos.sub(x)) < shortest) { shortest = Vector.length(pos.sub(x)); idx = i; } }); return idx; }; var gameobject = { scale: 1.0, save: true, selectable: true, spawn(ur) { if (typeof ur === 'string') ur = prototypes.get_ur(ur); return ur.type.make(this); }, layer: 0, /* Collision layer; should probably have been called "mask" */ layer_nuke() { Nuke.label("Collision layer"); Nuke.newline(Collision.num); for (var i = 0; i < Collision.num; i++) this.layer = Nuke.radio(i, this.layer, i); }, draw_layer: 1, draw_layer_nuke() { Nuke.label("Draw layer"); Nuke.newline(5); for (var i = 0; i < 5; i++) this.draw_layer = Nuke.radio(i, this.draw_layer, i); }, in_air() { return q_body(7, this.body); }, on_ground() { return !this.in_air(); }, name: "gameobject", toString() { return this.name; }, clone(name, ext) { var obj = Object.create(this); complete_assign(obj, ext); return obj; }, dup(diff) { var dup = World.spawn(gameobjects[this.from]); Object.assign(dup, diff); return dup; }, instandup() { var dup = World.spawn(gameobjects[this.from]); dup.pos = this.pos; dup.velocity = this.velocity; }, ed_locked: false, _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; } } }, mass: 1, bodytype: { dynamic: 0, kinematic: 1, static: 2 }, get moi() { return q_body(6, this.body); }, set moi(x) { set_body(13, this.body, x); }, phys: 2, phys_nuke() { Nuke.newline(1); Nuke.label("phys"); Nuke.newline(3); this.phys = Nuke.radio("dynamic", this.phys, 0); this.phys = Nuke.radio("kinematic", this.phys, 1); this.phys = Nuke.radio("static", this.phys, 2); }, friction: 0, elasticity: 0, flipx: false, flipy: false, body: -1, get controlled() { return Player.obj_controlled(this); }, set_center(pos) { var change = pos.sub(this.pos); this.pos = pos; for (var key in this.components) { this.components[key].finish_center(change); } }, varname: "", pos: [0,0], set relpos(x) { if (!this.level) { this.pos = x; return; } this.pos = Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.pos); }, get relpos() { if (!this.level) return this.pos; var offset = this.pos.sub(this.level.pos); return Vector.rotate(offset, -Math.deg2rad(this.level.angle)); }, angle: 0, get relangle() { if (!this.level) return this.angle; return this.angle - this.level.angle; }, get velocity() { return q_body(3, this.body); }, set velocity(x) { set_body(9, this.body, x); }, get angularvelocity() { return Math.rad2deg(q_body(4, this.body)); }, set angularvelocity(x) { if (this.alive) set_body(8, this.body, Math.deg2rad(x)); }, get alive() { return this.body >= 0; }, disable() { this.components.forEach(function(x) { x.disable(); }); }, enable() { this.components.forEach(function(x) { x.enable(); }); }, sync() { if (this.body === -1) return; cmd(55, this.body, this.flipx); cmd(56, this.body, this.flipy); set_body(2, this.body, this.pos); set_body(0, this.body, Math.deg2rad(this.angle)); cmd(36, this.body, this.scale); set_body(10,this.body,this.elasticity); set_body(11,this.body,this.friction); set_body(1, this.body, this.phys); cmd(75,this.body,this.layer); cmd(54, this.body); }, syncall() { this.instances.forEach(function(x) { x.sync(); }); }, pulse(vec) { /* apply impulse */ set_body(4, this.body, vec); }, push(vec) { /* apply force */ set_body(12,this.body,vec); }, gizmo: "", /* Path to an image to draw for this gameobject */ /* Bounding box of the object in world dimensions */ get boundingbox() { var boxes = []; boxes.push({t:0, r:0,b:0,l:0}); for (var key in this.components) { if ('boundingbox' in this.components[key]) boxes.push(this.components[key].boundingbox); } if (boxes.empty) return cwh2bb([0,0], [0,0]); var bb = boxes[0]; boxes.forEach(function(x) { bb = bb_expand(bb, x); }); var cwh = bb2cwh(bb); if (!bb) return; if (this.flipx) cwh.c.x *= -1; if (this.flipy) cwh.c.y *= -1; cwh.c = cwh.c.add(this.pos); bb = cwh2bb(cwh.c, cwh.wh); return bb ? bb : cwh2bb([0,0], [0,0]); }, set width(x) {}, get width() { var bb = this.boundingbox; return bb.r - bb.l; }, set height(x) {}, get height() { var bb = this.boundingbox; return bb.t-bb.b; }, stop() {}, kill() { if (this.body === -1) { Log.warn(`Object is already dead!`); return; } Register.endofloop(() => { cmd(2, this.body); delete Game.objects[this.body]; if (this.level) this.level.unregister(this); Player.uncontrol(this); this.instances.remove(this); Register.unregister_obj(this); // Signal.clear_obj(this); this.body = -1; for (var key in this.components) { Register.unregister_obj(this.components[key]); this.components[key].kill(); } this.stop(); }); }, get up() { return [0,1].rotate(Math.deg2rad(this.angle)); }, get down() { return [0,-1].rotate(Math.deg2rad(this.angle)); }, get right() { return [1,0].rotate(Math.deg2rad(this.angle)); }, get left() { return [-1,0].rotate(Math.deg2rad(this.angle)); }, /* Make a unique object the same as its prototype */ revert() { unmerge(this, this.prop_obj()); this.sync(); }, gui() { var go_guis = walk_up_get_prop(this, 'go_gui'); Nuke.newline(); go_guis.forEach(function(x) { x.call(this); }, this); for (var key in this) { if (typeof this[key] === 'object' && 'gui' in this[key]) this[key].gui(); } }, world2this(pos) { return cmd(70, this.body, pos); }, this2world(pos) { return cmd(71, this.body,pos); }, check_registers(obj) { Register.unregister_obj(this); if (typeof obj.update === 'function') Register.update.register(obj.update, obj); if (typeof obj.physupdate === 'function') Register.physupdate.register(obj.physupdate, obj); if (typeof obj.collide === 'function') obj.register_hit(obj.collide, obj); if (typeof obj.separate === 'function') obj.register_separate(obj.separate, obj); if (typeof obj.draw === 'function') Register.draw.register(obj.draw,obj); if (typeof obj.debug === 'function') Register.debug.register(obj.debug, obj); obj.components.forEach(function(x) { if (typeof x.collide === 'function') register_collide(1, x.collide, x, obj.body, x.shape); }); }, instances: [], make(level) { level ??= Primum; var obj = Object.create(this); this.instances.push(obj); obj.toString = function() { var props = obj.prop_obj(); for (var key in props) if (typeof props[key] === 'object' && !props[key] === null && props[key].empty) delete props[key]; var edited = !props.empty; // return (edited ? "#" : "") + obj.name + " object " + obj.body + ", layer " + obj.draw_layer + ", phys " + obj.layer; return obj.ur.tag; }; obj.fullpath = function() { return `${obj.level.fullpath()}.${obj.name}`; }; obj.deflock('toString'); obj.defc('from', this.name); obj.defn('body', make_gameobject(this.scale, this.phys, this.mass, this.friction, this.elasticity) ); obj.sync(); obj.defn('components', {}); Game.register_obj(obj); var objects = []; obj.objects = objects; obj.remove_child = function(child) { objects.remove(child); } obj.add_child = function(child) { child.unparent(); objects.push(child); child.level = obj; } /* Reparent this object to a new one */ obj.reparent = function(parent) { if (parent === obj.level) return; parent.add_child(obj); } obj.unparent = function() { if (!obj.level) return; obj.level.remove_child(obj); } cmd(113, obj.body, obj); /* 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); }, get angle() { return Math.rad2deg(q_body(2,obj.body))%360; }, set angle(x) { set_body(0,obj.body, Math.deg2rad(x)); }, set pos(x) { var diff = x.sub(this.pos); objects.forEach(function(x) { x.pos = x.pos.add(diff); }); set_body(2,obj.body,x); }, get pos() { return q_body(1,obj.body); }, get elasticity() { return cmd(107,obj.body); }, set elasticity(x) { cmd(106,obj.body,x); }, get friction() { return cmd(109,obj.body); }, set friction(x) { cmd(108,obj.body,x); }, set mass(x) { set_body(7,obj.body,x); }, get mass() { return q_body(5, obj.body); }, set phys(x) { set_body(1, obj.body, x); }, get phys() { return q_body(0,obj.body); }, }); for (var prop in obj) { if (typeof obj[prop] === 'object' && 'make' in obj[prop]) { if (prop === 'flipper') return; obj[prop] = obj[prop].make(obj.body); obj[prop].defn('gameobject', obj); obj.components[prop] = obj[prop]; } }; obj.check_registers(obj); /* Spawn subobjects defined */ if (obj.$) { for (var e in obj.$) obj.$[e] = obj.spawn(prototypes.get_ur(obj.$[e].ur)); } if (typeof obj.start === 'function') obj.start(); return obj; }, register_hit(fn, obj) { if (!obj) obj = this; Signal.obj_begin(fn, obj, this); }, register_separate(fn, obj) { if (!obj) obj = this; Signal.obj_separate(fn,obj,this); }, } 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));