var component = { components: [], toString() { if ('gameobject' in this) return this.name + " on " + this.gameobject; else return this.name; }, name: "component", component: true, enabled: true, enable() { this.enabled = true; }, disable() { this.enabled = false; }, isComponent(c) { if (typeof c !== 'object') return false; if (typeof c.toString !== 'function') return false; if (typeof c.make !== 'function') return false; return (typeof component[c.toString()] === 'object'); }, make(go) { var nc = Object.create(this); nc.gameobject = go; Object.mixin(nc, this._enghook(go, nc)); assign_impl(nc,this.impl); Object.hide(nc, 'gameobject', 'id'); nc.post(); nc.make = undefined; return nc; }, kill() { console.info("Kill not created for this component yet"); }, sync(){}, post(){}, gui(){}, gizmo(){}, finish_center() {}, extend(spec) { return Object.copy(this, spec); }, }; var make_point_obj = function(o, p) { return { pos: p, move(d) { d = o.gameobject.dir_world2this(d); p.x += d.x; p.y += d.y; }, sync: o.sync.bind(o) } } var assign_impl = function(obj, impl) { var tmp = {}; for (var key of Object.keys(impl)) if (typeof obj[key] !== 'undefined' && typeof obj[key] !== 'function') tmp[key] = obj[key]; Object.mixin(obj, impl); for (var key in tmp) obj[key] = tmp[key]; } function json_from_whitelist(whitelist) { return function() { var o = {}; for (var p of whitelist) o[p] = this[p]; return o; } } var sprite = { loop: true, toJSON:json_from_whitelist([ "path", "pos", "scale", "angle", "color", "emissive", "parallax", "frame" ]), anim:{}, playing: 0, play(str = 0) { this.del_anim?.(); var self = this; var stop; self.del_anim = function() { self.del_anim = undefined; self = undefined; advance = undefined; stop?.(); } var playing = self.anim[str]; if (!playing) return; var f = 0; self.path = playing.path; function advance() { if (!self) return; if (!self.gameobject) return; //self.path = playing.path; self.frame = playing.frames[f].rect; f = (f+1)%playing.frames.length; if (f === 0) { self.anim_done?.(); if (!self.loop) { self.stop(); return; } } stop = self.gameobject.delay(advance, playing.frames[f].time); } advance(); }, stop() { this.del_anim?.(); }, set path(p) { p = Resources.find_image(p); if (!p) { console.warn(`Could not find image ${p}.`); return; } if (p === this.path) return; this._p = p; this.del_anim?.(); this.texture = game.texture(p); var anim = SpriteAnim.make(p); if (!anim) return; this.anim = anim; this.play(); this.pos = this.dimensions().scale(this.anchor); }, get path() { return this._p; }, kill() { this.del_anim?.(); this.anim = undefined; this.gameobject = undefined; this.anim_done = undefined; delete allsprites[this.guid]; }, toString() { return "sprite"; }, move(d) { this.pos = this.pos.add(d); }, grow(x) { this.scale = this.scale.scale(x); this.pos = this.pos.scale(x); }, anchor:[0,0], sync() { }, pick() { return this; }, boundingbox() { var dim = this.dimensions(); dim = dim.scale(this.gameobject.gscale()); var realpos = dim.scale(0.5).add(this.pos); return bbox.fromcwh(realpos,dim); }, dimensions() { var dim = [this.texture.width, this.texture.height]; dim.x *= this.frame.w; dim.y *= this.frame.h; return dim; }, width() { return this.dimensions().x; }, height() { return this.dimensions().y; }, }; globalThis.allsprites = {}; sprite.make = function(go) { sp.go = go; sp.gameobject = go; sp.guid = prosperon.guid(); allsprites[sp.guid] = sp; return sp; } sprite.doc = { path: "Path to the texture.", color: "Color to mix with the sprite.", pos: "The offset position of the sprite, relative to its entity." }; sprite.setanchor = function(anch) { var off = [0,0]; switch(anch) { case "ll": break; case "lm": off = [-0.5,0]; break; case "lr": off = [-1,0]; break; case "ml": off = [0,-0.5]; break; case "mm": off = [-0.5,-0.5]; break; case "mr": off = [-1,-0.5]; break; case "ul": off = [0,-1]; break; case "um": off = [-0.5,-1]; break; case "ur": off = [-1,-1]; break; } this.anchor = off; this.pos = this.dimensions().scale(off); } sprite.inputs = {}; sprite.inputs.kp9 = function() { this.setanchor("ll"); } sprite.inputs.kp8 = function() { this.setanchor("lm"); } sprite.inputs.kp7 = function() { this.setanchor("lr"); } sprite.inputs.kp6 = function() { this.setanchor("ml"); } sprite.inputs.kp5 = function() { this.setanchor("mm"); } sprite.inputs.kp4 = function() { this.setanchor("mr"); } sprite.inputs.kp3 = function() { this.setanchor("ur"); } sprite.inputs.kp2 = function() { this.setanchor("um"); } sprite.inputs.kp1 = function() { this.setanchor("ul"); } component.sprite = sprite; Object.seal(sprite); /* sprite anim returns a data structure for the given file path frames: array of frames rect: frame rectangle time: miliseconds to hold the frame for loop: true if it should be looped */ var animcache = {}; var SpriteAnim = {}; SpriteAnim.make = function(path) { if (path in animcache) return animcache[path]; var anim; if (io.exists(path.set_ext(".ase"))) anim = SpriteAnim.aseprite(path.set_ext(".ase")); else if (io.exists(path.set_ext(".json"))) anim = SpriteAnim.aseprite(path.set_ext(".json")); else if (path.ext() === 'ase') anim = SpriteAnim.aseprite(path); else if (path.ext() === 'gif') anim = SpriteAnim.gif(path); else anim = undefined; animcache[path] = anim; return animcache[path]; }; SpriteAnim.gif = function(path) { console.info(`making an anim from ${path}`); var anim = {}; anim.frames = []; anim.path = path; var tex = game.texture(path); var frames = tex.frames; console.info(`frames are ${frames}`); if (frames === 1) return undefined; var yslice = 1/frames; for (var f = 0; f < frames; f++) { var frame = {}; frame.rect = { x: 0, w: 1, y: yslice*f, h: yslice }; frame.time = 0.05; anim.frames.push(frame); } var times = tex.delays; for (var i = 0; i < frames; i++) anim.frames[i].time = times[i]/1000; anim.loop = true; var dim = [tex.width,tex.height]; console.info(`dimensions are ${dim}`); dim.y /= frames; anim.dim = dim; return {0:anim}; }; SpriteAnim.strip = function(path, frames, time=0.05) { var anim = {}; anim.frames = []; anim.path = path; var xslice = 1/frames; for (var f = 0; f < frames; f++) { var frame = {}; frame.rect = {s0:xslice*f, s1: xslice*(f+1), t0:0, t1:1}; frame.time = time; anim.frames.push(frame); } anim.dim = Resources.texture.dimensions(path); anim.dim.x /= frames; return anim; }; SpriteAnim.aseprite = function(path) { function aseframeset2anim(frameset, meta) { var anim = {}; anim.frames = []; anim.path = path.folder() + meta.image; var dim = meta.size; var ase_make_frame = function(ase_frame) { var f = ase_frame.frame; var frame = {}; frame.rect = { x: f.x/dim.w, w: f.w/dim.w, y: f.y/dim.h, h: f.h/dim.h }; frame.time = ase_frame.duration / 1000; anim.frames.push(frame); }; frameset.forEach(ase_make_frame); anim.dim = frameset[0].sourceSize; anim.loop = true; return anim; }; var data = json.decode(io.slurp(path)); if (!data?.meta?.app.includes("aseprite")) return; var anims = {}; var frames = Array.isArray(data.frames) ? data.frames : Object.values(data.frames); var f = 0; if (data.meta.frameTags.length === 0) { anims[0] = aseframeset2anim(frames, data.meta); return anims; } for (var tag of data.meta.frameTags) { anims[tag.name] = aseframeset2anim(frames.slice(tag.from, tag.to+1), data.meta); anims[f] = anims[tag.name]; f++; } return anims; }; SpriteAnim.validate = function(anim) { if (!Object.isObject(anim)) return false; if (typeof anim.path !== 'string') return false; if (typeof anim.dim !== 'object') return false; return true; }; SpriteAnim.find = function(path) { if (!io.exists(path + ".asset")) return; var asset = JSON.parse(io.slurp(path + ".asset")); }; SpriteAnim.doc = 'Functions to create Primum animations from varying sources.'; SpriteAnim.gif.doc = 'Convert a gif.'; SpriteAnim.strip.doc = 'Given a path and number of frames, converts a horizontal strip animation, where each cell is the same width.' SpriteAnim.aseprite.doc = 'Given an aseprite json metadata, returns an object of animations defined in the aseprite file.'; SpriteAnim.find.doc = 'Given a path, find the relevant animation for the file.'; /* For all colliders, "shape" is a pointer to a phys2d_shape, "id" is a pointer to the shape data */ var collider2d = Object.copy(component, { impl: { set sensor(x) { pshape.set_sensor(this.shape,x); }, get sensor() { return pshape.get_sensor(this.shape); }, set enabled(x) { pshape.set_enabled(this.shape,x); }, get enabled() { return pshape.get_enabled(this.shape); } }, }); Object.hide(collider2d.impl, 'enabled'); collider2d.inputs = {}; collider2d.inputs['M-s'] = function() { this.sensor = !this.sensor; } collider2d.inputs['M-s'].doc = "Toggle if this collider is a sensor."; collider2d.inputs['M-t'] = function() { this.enabled = !this.enabled; } collider2d.inputs['M-t'].doc = "Toggle if this collider is enabled."; component.polygon2d = Object.copy(collider2d, { toJSON:json_from_whitelist([ 'points', 'sensor' ]), toString() { return "polygon2d"; }, flipx: false, flipy: false, boundingbox() { return bbox.frompoints(this.spoints()); }, hides: ['id', 'shape', 'gameobject'], _enghook: os.make_poly2d, points:[], setpoints(points) { this.points = points; this.sync(); }, /* EDITOR */ spoints() { var spoints = this.points.slice(); if (this.flipx) { spoints.forEach(function(x) { var newpoint = x.slice(); newpoint.x = -newpoint.x; spoints.push(newpoint); }); } if (this.flipy) { spoints.forEach(function(x) { var newpoint = x.slice(); newpoint.y = -newpoint.y; spoints.push(newpoint); }); } return spoints; }, gizmo() { this.spoints().forEach(x => render.point(this.gameobject.this2screen(x), 3, Color.green)); this.points.forEach((x,i)=>render.coordinate(this.gameobject.this2screen(x))); }, pick(pos) { if (!Object.hasOwn(this,'points')) this.points = deep_copy(this.__proto__.points); var i = Gizmos.pick_gameobject_points(pos, this.gameobject, this.points); var p = this.points[i]; if (p) return make_point_obj(this, p); return undefined; }, }); function pointscaler(x) { if (typeof x === 'number') return; this.points = this.points.map(p => p.mult(x)); } component.polygon2d.impl = Object.mix(collider2d.impl, { sync() { poly2d.setverts(this.id,this.spoints()); }, query() { return physics.shape_query(this.shape); }, grow: pointscaler, }); var polygon2d = component.polygon2d; polygon2d.inputs = {}; //polygon2d.inputs.post = function() { this.sync(); }; polygon2d.inputs.f10 = function() { this.points = Math.sortpointsccw(this.points); }; polygon2d.inputs.f10.doc = "Sort all points to be CCW order."; polygon2d.inputs['C-lm'] = function() { this.points.push(this.gameobject.world2this(input.mouse.worldpos())); }; polygon2d.inputs['C-lm'].doc = "Add a point to location of mouse."; polygon2d.inputs.lm = function(){}; polygon2d.inputs.lm.released = function(){}; polygon2d.inputs['C-M-lm'] = function() { var idx = Math.grab_from_points(input.mouse.worldpos(), this.points.map(p => this.gameobject.this2world(p)), 25); if (idx === -1) return; this.points.splice(idx, 1); }; polygon2d.inputs['C-M-lm'].doc = "Remove point under mouse."; polygon2d.inputs['C-b'] = function() { this.points = this.spoints; this.flipx = false; this.flipy = false; }; polygon2d.inputs['C-b'].doc = "Freeze mirroring in place."; component.edge2d = Object.copy(collider2d, { toJSON:json_from_whitelist([ 'sensor', 'thickness', 'points', 'hollow', 'hollowt', 'angle', ]), dimensions:2, thickness:0, /* if type === -1, point to point */ type: Spline.type.catmull, C: 1, /* when in bezier, continuity required. 0, 1 or 2. */ looped: false, angle: 0.5, /* smaller for smoother bezier */ flipx: false, flipy: false, points:[], toString() { return "edge2d"; }, hollow: false, hollowt: 0, spoints() { if (!this.points) return []; var spoints = this.points.slice(); if (this.flipx) { if (Spline.is_bezier(this.type)) spoints.push(Vector.reflect_point(spoints.at(-2), spoints.at(-1))); for (var i = spoints.length-1; i >= 0; i--) { var newpoint = spoints[i].slice(); newpoint.x = -newpoint.x; spoints.push(newpoint); } } if (this.flipy) { if (Spline.is_bezier(this.type)) spoints.push(Vector.reflect(point(spoints.at(-2),spoints.at(-1)))); for (var i = spoints.length-1; i >= 0; i--) { var newpoint = spoints[i].slice(); newpoint.y = -newpoint.y; spoints.push(newpoint); } } if (this.hollow) { var hpoints = vector.inflate(spoints, this.hollowt); if (hpoints.length === spoints.length) return spoints; var arr1 = hpoints.filter(function(x,i) { return i % 2 === 0; }); var arr2 = hpoints.filter(function(x,i) { return i % 2 !== 0; }); return arr1.concat(arr2.reverse()); } return spoints; }, setpoints(points) { this.points = points; // this.sync(); }, post() { this.points = []; }, sample() { var spoints = this.spoints(); if (spoints.length === 0) return []; if (this.type === -1) { if (this.looped) spoints.push(spoints[0]); return spoints; } if (this.type === Spline.type.catmull) { if (this.looped) spoints = Spline.catmull_loop(spoints); else spoints = Spline.catmull_caps(spoints); return Spline.sample_angle(this.type, spoints,this.angle); } if (this.looped && Spline.is_bezier(this.type)) spoints = Spline.bezier_loop(spoints); return Spline.sample_angle(this.type, spoints, this.angle); }, boundingbox() { return bbox.frompoints(this.points.map(x => x.scale(this.gameobject.scale))); }, hides: ['gameobject', 'id', 'shape'], _enghook: os.make_edge2d, /* EDITOR */ gizmo() { if (this.type === Spline.type.catmull || this.type === -1) { this.spoints().forEach(x => render.point(this.gameobject.this2screen(x), 3, Color.teal)); this.points.forEach((x,i) => render.coordinate(this.gameobject.this2screen(x))); } else { for (var i = 0; i < this.points.length; i += 3) render.coordinate(this.gameobject.this2screen(this.points[i]), 1, Color.teal); for (var i = 1; i < this.points.length; i+=3) { render.coordinate(this.gameobject.this2screen(this.points[i]), 1, Color.green); render.coordinate(this.gameobject.this2screen(this.points[i+1]), 1, Color.green); render.line([this.gameobject.this2screen(this.points[i-1]), this.gameobject.this2screen(this.points[i])], Color.yellow); render.line([this.gameobject.this2screen(this.points[i+1]), this.gameobject.this2screen(this.points[i+2])], Color.yellow); } } }, finish_center(change) { this.points = this.points.map(function(x) { return x.sub(change); }); }, pick(pos) { var i = Gizmos.pick_gameobject_points(pos, this.gameobject, this.points); var p = this.points[i]; if (!p) return undefined; if (Spline.is_catmull(this.type) || this.type === -1) return make_point_obj(this,p); var that = this.gameobject; var me = this; if (p) { var o = { pos: p, sync: me.sync.bind(me) }; if (Spline.bezier_is_handle(this.points,i)) o.move = function(d) { d = that.dir_world2this(d); p.x += d.x; p.y += d.y; Spline.bezier_cp_mirror(me.points,i); }; else o.move = function(d) { d = that.dir_world2this(d); p.x += d.x; p.y += d.y; var pp = Spline.bezier_point_handles(me.points,i); pp.forEach(ph => me.points[ph] = me.points[ph].add(d)); } return o; } }, rm_node(idx) { if (idx < 0 || idx >= this.points.length) return; if (Spline.is_catmull(this.type)) this.points.splice(idx,1); if (Spline.is_bezier(this.type)) { assert(Spline.bezier_is_node(this.points, idx), 'Attempted to delete a bezier handle.'); if (idx === 0) this.points.splice(idx,2); else if (idx === this.points.length-1) this.points.splice(this.points.length-2,2); else this.points.splice(idx-1,3); } }, add_node(pos) { pos = this.gameobject.world2this(pos); var idx = 0; if (Spline.is_catmull(this.type) || this.type === -1) { if (this.points.length >= 2) idx = physics.closest_point(pos, this.points, 400); if (idx === this.points.length) this.points.push(pos); else this.points.splice(idx, 0, pos); } if (Spline.is_bezier(this.type)) { idx = physics.closest_point(pos, Spline.bezier_nodes(this.points),400); if (idx < 0) return; if (idx === 0) { this.points.unshift(pos.slice(), pos.add([-100,0]), Vector.reflect_point(this.points[1], this.points[0])); return; } if (idx === Spline.bezier_node_count(this.points)) { this.points.push(Vector.reflect_point(this.points.at(-2), this.points.at(-1)), pos.add([-100,0]), pos.slice()); return; } idx = 2 + (idx-1)*3; var adds = [pos.add([100,0]), pos.slice(), pos.add([-100,0])]; this.points.splice(idx, 0, ...adds); } }, pick_all() { var picks = []; this.points.forEach(x =>picks.push(make_point_obj(this,x))); return picks; }, }); component.edge2d.impl = Object.mix(collider2d.impl, { set thickness(x) { edge2d.set_thickness(this.id,x); }, get thickness() { return edge2d.get_thickness(this.id); }, grow: pointscaler, sync() { var sensor = this.sensor; var points = this.sample(); if (!points) return; edge2d.setverts(this.id,points); this.sensor = sensor; }, }); var bucket = component.edge2d; bucket.spoints.doc = "Returns the controls points after modifiers are applied, such as it being hollow or mirrored on its axises."; bucket.inputs = {}; bucket.inputs.h = function() { this.hollow = !this.hollow; }; bucket.inputs.h.doc = "Toggle hollow."; bucket.inputs['C-g'] = function() { if (this.hollowt > 0) this.hollowt--; }; bucket.inputs['C-g'].doc = "Thin the hollow thickness."; bucket.inputs['C-g'].rep = true; bucket.inputs['C-f'] = function() { this.hollowt++; }; bucket.inputs['C-f'].doc = "Increase the hollow thickness."; bucket.inputs['C-f'].rep = true; bucket.inputs['M-v'] = function() { if (this.thickness > 0) this.thickness--; }; bucket.inputs['M-v'].doc = "Decrease spline thickness."; bucket.inputs['M-v'].rep = true; bucket.inputs['C-y'] = function() { this.points = this.spoints(); this.flipx = false; this.flipy = false; this.hollow = false; }; bucket.inputs['C-y'].doc = "Freeze mirroring,"; bucket.inputs['M-b'] = function() { this.thickness++; }; bucket.inputs['M-b'].doc = "Increase spline thickness."; bucket.inputs['M-b'].rep = true; bucket.inputs.plus = function() { if (this.angle <= 1) { this.angle = 1; return; } this.angle *= 0.9; }; bucket.inputs.plus.doc = "Increase the number of samples of this spline."; bucket.inputs.plus.rep = true; bucket.inputs.minus = function() { this.angle *= 1.1; }; bucket.inputs.minus.doc = "Decrease the number of samples on this spline."; bucket.inputs.minus.rep = true; bucket.inputs['C-r'] = function() { this.points = this.points.reverse(); }; bucket.inputs['C-r'].doc = "Reverse the order of the spline's points."; bucket.inputs['C-l'] = function() { this.looped = !this.looped}; bucket.inputs['C-l'].doc = "Toggle spline being looped."; bucket.inputs['C-c'] = function() { switch(this.type) { case Spline.type.bezier: this.points = Spline.bezier2catmull(this.points); break; } this.type = Spline.type.catmull; }; bucket.inputs['C-c'].doc = "Set type of spline to catmull-rom."; bucket.inputs['C-b'] = function() { switch(this.type) { case Spline.type.catmull: this.points = Spline.catmull2bezier(Spline.catmull_caps(this.points)); break; } this.type = Spline.type.bezier; }; bucket.inputs['C-o'] = function() { this.type = -1; }; bucket.inputs['C-o'].doc = "Set spline to linear."; bucket.inputs['C-M-lm'] = function() { if (Spline.is_catmull(this.type)) { var idx = Math.grab_from_points(input.mouse.worldpos(), this.points.map(p => this.gameobject.this2world(p)), 25); if (idx === -1) return; } else { } this.points = this.points.newfirst(idx); }; bucket.inputs['C-M-lm'].doc = "Select the given point as the '0' of this spline."; bucket.inputs['C-lm'] = function() { this.add_node(input.mouse.worldpos()); } bucket.inputs['C-lm'].doc = "Add a point to the spline at the mouse position."; bucket.inputs['C-M-lm'] = function() { var idx = -1; if (Spline.is_catmull(this.type)) idx = Math.grab_from_points(input.mouse.worldpos(), this.points.map(p => this.gameobject.this2world(p)), 25); else { var nodes = Spline.bezier_nodes(this.points); idx = Math.grab_from_points(input.mouse.worldpos(), nodes.map(p => this.gameobject.this2world(p)), 25); idx *= 3; } this.rm_node(idx); }; bucket.inputs['C-M-lm'].doc = "Remove point from the spline."; bucket.inputs.lm = function(){}; bucket.inputs.lm.released = function(){}; bucket.inputs.lb = function() { var np = []; this.points.forEach(function(c) { np.push(Vector.rotate(c, Math.deg2rad(-1))); }); this.points = np; }; bucket.inputs.lb.doc = "Rotate the points CCW."; bucket.inputs.lb.rep = true; bucket.inputs.rb = function() { var np = []; this.points.forEach(function(c) { np.push(Vector.rotate(c, Math.deg2rad(1))); }); this.points = np; }; bucket.inputs.rb.doc = "Rotate the points CW."; bucket.inputs.rb.rep = true; component.circle2d = Object.copy(collider2d, { radius:10, offset:[0,0], toString() { return "circle2d"; }, boundingbox() { return bbox.fromcwh([0,0], [this.radius,this.radius]); }, hides: ['gameobject', 'id', 'shape', 'scale'], _enghook: os.make_circle2d, }); component.circle2d.impl = Object.mix({ toJSON:json_from_whitelist([ "pos", "radius", ]), set radius(x) { circle2d.set_radius(this.id,x); circle2d.sync(this.id); }, get radius() { return circle2d.get_radius(this.id); }, set scale(x) { this.radius = x; }, get scale() { return this.radius; }, set offset(x) { circle2d.set_offset(this.id,x); circle2d.sync(this.id); }, get offset() { circle2d.get_offset(this.id); }, get pos() { return this.offset; }, set pos(x) { this.offset = x; }, grow(x) { if (typeof x === 'number') this.scale *= x; else if (typeof x === 'object') this.scale *= x[0]; }, }, collider2d.impl); return {component, SpriteAnim};