function obj_unique_name(name, obj) { name = name.replaceAll('.', '_'); if (!(name in obj)) return name; var t = 1; var n = name + t; while (n in obj) { t++; n = name+t; } return n; } var actor = {}; actor.spawn = function(script, config){ if (typeof script !== 'string') return; var padawan = Object.create(actor); compile_env(script, padawan, "script"); if (typeof config === 'object') Object.merge(padawan, config); padawan.padawans = []; padawan.timers = []; padawan.master = this; Object.hide(padawan, "master","timers"); this.padawans.push(padawan); return padawan; }; actor.die = function(actor){ }; actor.timers = []; actor.kill = function(){ this.timers.forEach(t => t.kill()); this.master.remove(this); this.padawans.forEach(p => p.kill()); this.__dead__ = true; }; actor.delay = function(fn, seconds) { var t = Object.create(timer); t.remain = seconds; t.kill = () => { timer.kill.call(t); this.timers.remove(t); } t.fire = () => { if (this.__dead__) return; fn(); t.kill(); }; Register.appupdate.register(t.update, t); this.timers.push(t); return function() { t.kill(); }; }; actor.clock = function(fn){}; actor.master = undefined; actor.padawans = []; actor.remaster = function(to){ this.master.padawans.remove(this); this.master = to; to.padawans.push(this); }; var gameobject_impl = { get pos() { Debug.assert(this.level, `Entity ${this.toString()} has no level.`); return this.level.world2this(this.worldpos()); }, set pos(x) { Debug.assert(this.level, `Entity ${this.toString()} has no level.`); this.set_worldpos(this.level.this2world(x)); }, get angle() { Debug.assert(this.level, `No level set on ${this.toString()}`); return this.worldangle() - this.level.worldangle(); }, set angle(x) { var diff = x - this.angle; this.objects.forEach(function(x) { x.rotate(diff); x.pos = Vector.rotate(x.pos, diff); }); this.sworldangle(x-this.level.worldangle()); }, get scale() { Debug.assert(this.level, `No level set on ${this.toString()}`); var pscale; if (typeof this.__proto__.scale === 'object') pscale = this.__proto__.scale; else pscale = [1,1,1]; return this.gscale().map((x,i) => x/(this.level.gscale()[i]*pscale[i])); }, set scale(x) { if (typeof x === 'number') x = [x,x]; var pct = this.scale.map((s,i) => x[i]/s); this.spread(pct); /* TRANSLATE ALL SUB OBJECTS */ this.objects.forEach(obj => { obj.spread(pct); obj.pos = obj.pos.map((x,i)=>x*pct[i]); }); }, get draw_layer() { return cmd(171, this.body); }, set draw_layer(x) { cmd(172, this.body, x); }, set layer(x) { cmd(75,this.body,x); }, get layer() { cmd(77,this.body); }, set mass(x) { set_body(7,this.body,x); }, get mass() { if (!(this.phys === Physics.dynamic)) return this.__proto__.mass; return q_body(5, this.body); }, get elasticity() { return cmd(107,this.body); }, set elasticity(x) { cmd(106,this.body,x); }, get friction() { return cmd(109,this.body); }, set friction(x) { cmd(108,this.body,x); }, set gravity(x) { cmd(167,this.body, x); }, get gravity() { return cmd(159,this.body); }, set timescale(x) { cmd(168,this.body,x); }, get timescale() { return cmd(169,this.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 damping() { return cmd(157,this.body); }, set damping(x) { cmd(156, this.body, x); }, get angularvelocity() { return Math.rad2turn(q_body(4,this.body)); }, set angularvelocity(x) { set_body(8, this.body, Math.turn2rad(x)); }, get max_velocity() { return cmd(152, this.body); }, set max_velocity(x) { cmd(151, this.body, x); }, get max_angularvelocity() { return cmd(155,this.body); }, set max_angularvelocity(x) { cmd(154,this.body,x); }, get_moi() { return q_body(6, this.body); }, set_moi(x) { if(x <= 0) { Log.error("Cannot set moment of inertia to 0 or less."); return; } set_body(13, this.body, x); }, }; var gameobject = { get_comp_by_name(name) { var comps = []; for (var c of Object.values(this.components)) if (c.comp === name) comps.push(c); if (comps.length) return comps; return undefined; }, check_dirty() { this._ed.urdiff = this.json_obj(); this._ed.dirty = !this._ed.urdiff.empty; var lur = ur[this.level.ur]; if (!lur) return; var lur = lur.objects[this.toString()]; var d = ediff(this._ed.urdiff,lur); if (!d || d.empty) this._ed.inst = true; else this._ed.inst = false; }, _ed: { selectable: false, dirty: false }, namestr() { var s = this.toString(); if (this._ed.dirty) if (this._ed.inst) s += "#"; else s += "*"; return s; }, full_path() { return this.path_from(Primum); }, /* pin this object to the to object */ pin(to) { var p = cmd(222,this.body, to.body); }, slide(to, a, b, min, max) { a ??= [0,0]; b ??= [0,0]; min ??= 0; max ??= 50; var p = cmd(229,this.body,to.body,a,b,min,max); }, pivot(to, piv) { piv ??= this.worldpos(); var p = cmd(221,this.body,to.body,piv); }, /* groove is on to, from local points a and b, anchored to this at local anchor */ groove(to, a, b, anchor) { anchor ??= [0,0]; var p = cmd(228, to.body, this.body, a, b, anchor); }, damped_spring(to, length, stiffness, damping) { length ??= Vector.length(this.worldpos(), to.worldpos()); stiffness ??= 1; damping ??= 1; var dc = 2*Math.sqrt(stiffness*this.mass); var p = cmd(227, this.body, to.body, [0,0], [0,0], stiffness, damping*dc); }, damped_rotary_spring(to, angle, stiffness, damping) { angle ??= 0; stiffness ??= 1; damping ??= 1; /* calculate actual damping value from the damping ratio */ /* damping = 1 is critical */ var dc = 2*Math.sqrt(stiffness*this.get_moi()); /* critical damping number */ /* zeta = actual/critical */ var p = cmd(226,this.body,to.body,angle,stiffness,damping*dc); }, rotary_limit(to, min, max) { var p = cmd(225,this.body,to.body, Math.turn2rad(min),Math.turn2rad(max)); }, ratchet(to,ratch) { var phase = this.angle - to.angle; var p = cmd(230, this.body, to.body, phase, Math.turn2rad(ratch)); }, gear(to, ratio) { phase ??= 1; ratio ??= 1; var phase = this.angle - to.angle; var p = cmd(223,this.body,to.body,phase,ratio); }, motor(to, rate) { var p = cmd(231, this.body, to.body, rate); }, path_from(o) { var p = this.toString(); var c = this.level; while (c && c !== o && c !== Primum) { p = c.toString() + "." + p; c = c.level; } if (c === Primum) p = "Primum." + p; return p; }, clear() { for (var k in this.objects) { this.objects[k].kill(); }; this.objects = {}; }, delay(fn, seconds) { var t = timer.delay(fn.bind(this), seconds); this.timers.push(t); return t; }, tween(prop, values, def){ var t = Tween.make(this, prop, values, def); t.play(); var k = function() { t.pause(); } this.timers.push(k); return k; }, cry(file) { var p = Sound.play(file, Sound.bus.sfx); var killfn = p.kill.bind(p); p.end = killfn; this.timers.push(killfn); return killfn; }, set torque(x) { if (!(x >= 0 && x <= Infinity)) return; cmd(153, this.body, x); }, gscale() { return cmd(103,this.body); }, sgscale(x) { if (typeof x === 'number') x = [x,x]; cmd(36,this.body,x) }, phys_material() { var mat = {}; mat.elasticity = this.elasticity; mat.friction = this.friction; return mat; }, worldpos() { return q_body(1,this.body); }, set_worldpos(x) { var poses = this.objects.map(x => x.pos); set_body(2,this.body,x); this.objects.forEach((o,i) => o.set_worldpos(this.this2world(poses[i]))); }, screenpos() { return world2screen(this.worldpos()); }, worldangle() { return Math.rad2turn(q_body(2,this.body)); }, sworldangle(x) { set_body(0,this.body,Math.turn2rad(x)); }, spawn_from_instance(inst) { return this.spawn(inst.ur, inst); }, spawn(ur, data) { ur ??= gameobject; if (typeof ur === 'string') ur = prototypes.get_ur(ur); var go = ur.make(this, data); Object.hide(this, go.toString()); return go; }, /* Reparent 'this' to be 'parent's child */ reparent(parent) { Debug.assert(parent, `Tried to reparent ${this.toString()} to nothing.`); if (this.level === parent) { console.warn("not reparenting ..."); console.warn(`${this.level} is the same as ${parent}`); return; } this.level?.remove_obj(this); this.level = parent; function unique_name(list, obj) { var str = obj.toString().replaceAll('.', '_'); var n = 1; var t = str; while (t in list) { t = str + n; n++; } return t; }; var name = unique_name(parent, this.ur); parent.objects[name] = this; parent[name] = this; this.toString = function() { return name; }; }, remove_obj(obj) { if (this[obj.toString()] === this.objects[obj.toString()]) delete this[obj.toString()]; delete this.objects[obj.toString()]; delete this[obj.toString()]; }, components: {}, objects: {}, level: undefined, pulse(vec) { set_body(4, this.body, vec);}, shove(vec) { set_body(12,this.body,vec);}, shove_at(vec, at) { set_body(14,this.body,vec,at); }, world2this(pos) { return cmd(70, this.body, pos); }, this2world(pos) { return cmd(71, this.body, pos); }, this2screen(pos) { return world2screen(this.this2world(pos)); }, screen2this(pos) { return this.world2this(screen2world(pos)); }, dir_world2this(dir) { return cmd(160, this.body, dir); }, dir_this2world(dir) { return cmd(161, this.body, dir); }, alive() { return this.body >= 0; }, in_air() { return q_body(7, this.body);}, hide() { this.components.forEach(x=>x.hide()); this.objects.forEach(x=>x.hide());}, show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); }, width() { var bb = this.boundingbox(); return bb.r - bb.l; }, height() { var bb = this.boundingbox(); return bb.t-bb.b; }, /* Moving, rotating, scaling functions, world relative */ move(vec) { this.set_worldpos(this.worldpos().add(vec)); }, rotate(x) { this.sworldangle(this.worldangle()+x); }, spread(vec) { this.sgscale(this.gscale().map((x,i)=>x*vec[i])); }, /* Make a unique object the same as its prototype */ revert() { var jobj = this.json_obj(); var lobj = this.level.__proto__.objects[this.toString()]; delete jobj.objects; Object.keys(jobj).forEach(function(x) { if (lobj && x in lobj) this[x] = lobj[x]; else this[x] = this.__proto__[x]; }, this); this.sync(); }, check_registers(obj) { Register.unregister_obj(obj); 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); if (typeof obj.gui === 'function') Register.gui.register(obj.gui,obj); for (var k in obj) { if (!k.startswith("on_")) continue; var signal = k.fromfirst("on_"); Event.observe(signal, obj, obj[k]); }; obj.components.forEach(function(x) { if (typeof x.collide === 'function') register_collide(1, x.collide, x, obj.body, x.shape); }); }, toString() { return "new_object"; }, flipx() { return this.scale.x < 0; }, flipy() { return this.scale.y < 0; }, mirror(plane) { this.scale = Vector.reflect(this.scale, plane); }, save:true, selectable:true, ed_locked:false, disable() { this.components.forEach(function(x) { x.disable(); });}, enable() { this.components.forEach(function(x) { x.enable(); });}, sync() { this.components.forEach(function(x) { x.sync(); }); this.objects.forEach(function(x) { x.sync(); }); }, /* Bounding box of the object in world dimensions */ 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()); } for (var key in this.objects) boxes.push(this.objects[key].boundingbox()); var bb = boxes.shift(); boxes.forEach(function(x) { bb = bb_expand(bb, x); }); bb = movebb(bb, this.pos); return bb ? bb : cwh2bb([0,0], [0,0]); }, /* The unique components of this object. Its diff. */ json_obj() { var d = ediff(this,this.__proto__); d ??= {}; var objects = {}; this.__proto__.objects ??= {}; var curobjs = {}; for (var o in this.objects) curobjs[o] = this.objects[o].instance_obj(); var odiff = ediff(curobjs, this.__proto__.objects); if (odiff) d.objects = curobjs; delete d.pos; delete d.angle; delete d.scale; delete d.velocity; delete d.angularvelocity; return d; }, /* The object needed to store an object as an instance of a level */ instance_obj() { var t = this.transform(); var j = this.json_obj(); Object.assign(t,j); t.ur = this.ur; return t; }, transform() { var t = {}; t.pos = this.pos; if (t.pos.every(x=>x===0)) delete t.pos; t.angle = Math.places(this.angle,4); if (t.angle === 0) delete t.angle; t.scale = this.scale; t.scale = t.scale.map((x,i) => x/this.__proto__.scale[i]); t.scale = t.scale.map(x => Math.places(x,3)); if (t.scale.every(x=>x===1)) delete t.scale; return t; }, /* Velocity and angular velocity of the object */ phys_obj() { var phys = {}; phys.velocity = this.velocity; phys.angularvelocity = this.angularvelocity; return phys; }, dup(diff) { var n = this.level.spawn(this.__proto__); Object.totalmerge(n, this.instance_obj()); return n; }, kill() { if (this.__kill) return; this.__kill = true; this.timers.forEach(t => t()); this.timers = undefined; if (this.level) { this.level.remove_obj(this); this.level = undefined; } Player.do_uncontrol(this); Register.unregister_obj(this); if (this.__proto__.instances) this.__proto__.instances.remove(this); for (var key in this.components) { Register.unregister_obj(this.components[key]); this.components[key].kill(); this.components[key].gameobject = undefined; delete this.components[key]; } this.clear(); this.objects = undefined; Event.rm_obj(this); if (typeof this.stop === 'function') this.stop(); }, up() { return [0,1].rotate(this.angle);}, down() { return [0,-1].rotate(this.angle);}, right() { return [1,0].rotate(this.angle);}, left() { return [-1,0].rotate(this.angle); }, make(level, data) { var obj = Object.create(this); obj.make = undefined; Object.mixin(obj,gameobject_impl); // if (this.instances) // this.instances.push(obj); obj.body = make_gameobject(); obj.components = {}; obj.objects = {}; obj.timers = []; obj._ed = { selectable: true, dirty: false, inst: false, urdiff: {}, }; obj.ur = this.toString(); obj.level = undefined; obj.reparent(level); cmd(113, obj.body, obj); // set the internal obj reference to this obj for (var [prop,p] of Object.entries(this)) { if (!p) continue; if (component.isComponent(p)) { obj[prop] = p.make(obj); obj.components[prop] = obj[prop]; } }; Object.hide(obj, 'ur','body', 'components', 'objects', '_ed', 'level', 'timers'); if (this.objects) obj.make_objs(this.objects) Object.dainty_assign(obj, this); obj.sync(); gameobject.check_registers(obj); if (data) Object.dainty_assign(obj,data); if (typeof obj.load === 'function') obj.load(); if (Game.playing() && typeof obj.start === 'function') obj.start(); return obj; }, make_objs(objs) { for (var prop in objs) { var newobj = this.spawn_from_instance(objs[prop]); if (!newobj) continue; this.rename_obj(newobj.toString(), prop); } }, rename_obj(name, newname) { if (!this.objects[name]) { Log.warn(`No object with name ${name}. Could not rename to ${newname}.`); return; } if (name === newname) { Object.hide(this, name); return; } if (this.objects[newname]) return; this.objects[newname] = this.objects[name]; this[newname] = this[name]; this[newname].toString = function() { return newname; }; Object.hide(this, newname); delete this.objects[name]; delete this[name]; return this.objects[newname]; }, add_component(comp, data) { data ??= undefined; if (typeof comp.make !== 'function') return; var name = obj_unique_name(comp.toString(), this); this[name] = comp.make(this); this[name].comp = comp.toString(); this.components[name] = this[name]; if (data) Object.assign(this[name], data); return this[name]; }, register_hit(fn, obj) { obj ??= this; Signal.obj_begin(fn, obj, this); }, register_separate(fn, obj) { obj ??= this; Signal.obj_separate(fn,obj,this); }, obj_descend(fn) { fn(this); for (var o in this.objects) this.objects[o].obj_descend(fn); }, } Object.mixin(gameobject,gameobject_impl); gameobject.body = make_gameobject(); cmd(113,gameobject.body, gameobject); Object.hide(gameobject, 'timescale'); gameobject.spawn.doc = `Spawn an entity of type 'ur' on this entity. Returns the spawned entity.`; gameobject.doc = { doc: "All objects in the game created through spawning have these attributes.", pos: "Position of the object, relative to its level.", angle: "Rotation of this object, relative to its level.", velocity: "Velocity of the object, relative to world.", angularvelocity: "Angular velocity of the object, relative to the world.", scale: "Scale of the object, relative to its level.", flipx: "Check if the object is flipped on its x axis.", flipy: "Check if the object is flipped on its y axis.", elasticity: `When two objects collide, their elasticities are multiplied together. Their velocities are then multiplied by this value to find their resultant velocities.`, friction: `When one object touches another, friction slows them down.`, gravity: 'True if this object should be affected by gravity.', mass: `The higher the mass of the object, the less forces will affect it.`, phys: `Set to 0, 1, or 2, representing static, kinematic, and dynamic.`, worldpos: `Function returns the world position of the object.`, set_worldpos: `Function to set the position of the object in world coordinates.`, worldangle: `Function to get the angle of the entity in the world.`, rotate: `Function to rotate this object by x degrees.`, move: 'Move an object by x,y,z. If the first parameter is an array, uses up to the first three array values.', pulse: `Apply an impulse to this body in world coordinates. Impulse is a short force.`, shove: `Apply a force to this body in world coordinates. Should be used over many frames.`, shove_at: 'Apply a force to this body, at a position relative to itself.', max_velocity: 'The max linear velocity this object can travel.', max_angularvelocity: 'The max angular velocity this object can rotate.', in_air: `Return true if the object is in the air.`, on_ground: `Return true if the object is on the ground.`, spawn: `Create an instance of a supplied ur-type on this object. Optionally provide a data object to modify the created entity.`, hide: `Make this object invisible.`, show: `Make this object visible.`, width: `The total width of the object and all its components.`, height: `The total height of the object.`, move: `Move this object the given amount.`, boundingbox: `The boundingbox of the object.`, dup: `Make an exact copy of this object.`, transform: `Return an object representing the transform state of this object.`, kill: `Remove this object from the world.`, level: "The entity this entity belongs to.", delay: 'Run the given function after the given number of seconds has elapsed.', cry: 'Make a sound. Can only make one at a time.', add_component: 'Add a component to the object by name.', pin: 'Pin joint to another object. Acts as if a rigid rod is between the two objects.', slide: 'Slide joint, similar to a pin but with min and max allowed distances.', pivot: 'Pivot joint to an object, with the pivot given in world coordinates.', groove: 'Groove joint. The groove is on to, from to local coordinates a and b, with this object anchored at anchor.', damped_spring: 'Damped spring to another object. Length is the distance it wants to be, stiffness is the spring constant, and damping is the damping ratio. 1 is critical, < 1 is underdamped, > 1 is overdamped.', damped_rotary_spring: 'Similar to damped spring but for rotation. Rest angle is the attempted angle.', rotary_limit: 'Limit the angle relative to the to body between min and max.', ratchet: 'Like a socket wrench, relative to to. ratch is the distance between clicks.', gear: 'Keeps the angular velocity ratio of this body and to constant. Ratio is the gear ratio.', motor: 'Keeps the relative angular velocity of this body to to at a constant rate. The most simple idea is for one of the bodies to be static, to the other is kept at rate.' }; /* Default objects */ var prototypes = {}; prototypes.ur_ext = ".jso"; prototypes.ur = {}; prototypes.save_gameobjects = function() { slurpwrite(JSON.stringify(gameobjects,null,2), "proto.json"); }; /* Makes a new ur-type from disk. If the ur doesn't exist, it searches on the disk to create it. */ prototypes.from_file = function(file) { var urpath = file; var path = urpath.split('.'); if (path.length > 1 && (path.at(-1) === path.at(-2))) { urpath = path.slice(0,-1).join('.'); return prototypes.get_ur(urpath); } var upperur = gameobject; if (path.length > 1) { var upur = undefined; var upperpath = path.slice(0,-1); while (!upur && upperpath) { upur = prototypes.get_ur(upperpath.join('/')); upperpath = upperpath.slice(0,-1); } if (upur) upperur = upur; } var newur = {}; file = file.replaceAll('.','/'); var jsfile = prototypes.get_ur_file(urpath, prototypes.ur_ext); var jsonfile = prototypes.get_ur_file(urpath, ".json"); var script = undefined; var json = undefined; if (jsfile) script = IO.slurp(jsfile); try { if (jsonfile) json = JSON.parse(IO.slurp(jsonfile)); } catch(e) { Log.warn(`Unable to create json from ${jsonfile}`); } if (!json && !script) { Log.warn(`Could not make ur from ${file}`); return undefined; } if (script) compile_env(script, newur, file); json ??= {}; Object.merge(newur,json); Object.entries(newur).forEach(function([k,v]) { if (Object.isObject(v) && Object.isObject(upperur[k])) v.__proto__ = upperur[k]; }); Object.values(newur).forEach(function(v) { if (typeof v !== 'object') return; if (!v.comp) return; v.__proto__ = component[v.comp]; }); newur.__proto__ = upperur; newur.instances = []; Object.hide(newur, 'instances'); prototypes.list.push(urpath); newur.toString = function() { return urpath; }; ur[urpath] = newur; return newur; } prototypes.from_file.doc = "Create a new ur-type from a given script file."; prototypes.list = []; prototypes.list_ur = function() { var list = []; function list_obj(obj, prefix) { prefix ??= ""; var list = []; for (var e in obj) { list.push(prefix + e); list.concat(list_obj(obj[e], e + ".")); } return list; } return list_obj(ur); } prototypes.ur2file = function(urpath) { return urpath.replaceAll('.', '/'); } prototypes.file2ur = function(file) { file = file.strip_ext(); file = file.replaceAll('/','.'); return file; } /* Returns an ur, or makes it, for any given type of path could be a file on a disk like ball/big.js could be an ur path like ball.big */ prototypes.get_ur = function(name) { if (!name) { Log.warn(`Can't get ur from an undefined.`); return; } var urpath = name; if (urpath.includes('/')) urpath = prototypes.file2ur(name); if (!prototypes.ur[urpath]) { var ur = prototypes.from_file(urpath); if (ur) return ur; else { Log.warn(`Could not find prototype using name ${name}.`); return undefined; } } else return prototypes.ur[urpath]; } prototypes.get_ur_file = function(path, ext) { var urpath = prototypes.ur2file(path); var file = urpath + ext; if (IO.exists(file)) return file; file = urpath + "/" + path.split('.').at(-1) + ext; if (IO.exists(file)) return file; return undefined; } prototypes.generate_ur = function(path) { var ob = IO.glob("**" + prototypes.ur_ext); ob = ob.concat(IO.glob("**.json")); ob = ob.map(function(path) { return path.set_ext(""); }); ob.forEach(function(name) { prototypes.get_ur(name); }); } var ur = prototypes.ur; prototypes.resavi = function(ur, path) { if (!ur) return path; if (path[0] === '/') return path; var res = ur.replaceAll('.', '/'); var dir = path.dir(); if (res.startsWith(dir)) return path.base(); return path; } prototypes.resani = function(ur, path) { if (!path) return ""; if (!ur) return path; if (path[0] === '/') return path.slice(1); var res = ur.replaceAll('.', '/'); var restry = res + "/" + path; while (!IO.exists(restry)) { res = res.updir() + "/"; if (res === "/") return path; restry = res + path; } return restry; } prototypes.ur_dir = function(ur) { var path = ur.replaceAll('.', '/'); Log.warn(path); Log.warn(IO.exists(path)); Log.warn(`${path} does not exist; sending ${path.dir()}`); } prototypes.ur_json = function(ur) { var path = ur.replaceAll('.', '/'); if (IO.exists(path)) path = path + "/" + path.name() + ".json"; else path = path + ".json"; return path; } prototypes.ur_stem = function(ur) { var path = ur.replaceAll('.', '/'); if (IO.exists(path)) return path + "/" + path.name(); else return path; } prototypes.ur_file_exts = ['.jso', '.json']; prototypes.ur_folder = function(ur) { var path = ur.replaceAll('.', '/'); return IO.exists(path); } prototypes.ur_pullout_folder = function(ur) { if (!prototypes.ur_folder(ur)) return; var stem = prototypes.ur_stem(ur); /* prototypes.ur_file_exts.forEach(function(e) { var p = stem + e; if (IO.exists(p)) */ } prototypes.ur_pushin_folder = function(ur) { }