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 gameobject_impl = { get pos() { assert(this.master, `Entity ${this.toString()} has no master.`); return this.master.world2this(this.worldpos()); }, set pos(x) { assert(this.master, `Entity ${this.toString()} has no master.`); this.set_worldpos(this.master.this2world(x)); }, get angle() { assert(this.master, `No master set on ${this.toString()}`); return this.worldangle() - this.master.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.master.worldangle()); }, get scale() { assert(this.master, `No master set on ${this.toString()}`); var pscale = [1, 1, 1]; return this.gscale().map((x, i) => x / (this.master.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.grow(pct); /* TRANSLATE ALL SUB OBJECTS */ this.objects.forEach(obj => { obj.grow(pct); obj.pos = obj.pos.map((x, i) => x * pct[i]); }); }, get draw_layer() { return this.body.drawlayer; }, set draw_layer(x) { this.body.drawlayer = x; }, set layer(x) { this.body.layer = x; }, get layer() { return this.body.layer; }, set warp_layer(x) { this.body.warp_filter = x; }, get warp_layer() { return this.body.warp_filter; }, set mass(x) { set_body(7, this.body, x); }, get mass() { if (!(this.phys === physics.dynamic)) return undefined; return q_body(5, this.body); }, get elasticity() { return this.body.e; }, set elasticity(x) { this.body.e = x; }, get friction() { return this.body.f; }, set friction(x) { this.body.f = x; }, set timescale(x) { this.body.timescale = x; }, get timescale() { return this.body.timescale; }, 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 this.body.damping; }, set damping(x) { this.body.damping = 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 this.body.maxvelocity; }, set max_velocity(x) { this.body.maxvelocity = x; }, get max_angularvelocity() { return this.body.maxangularvelocity; }, set max_angularvelocity(x) { this.body.maxangularvelocity = x; }, get_moi() { return q_body(6, this.body); }, set_moi(x) { if (x <= 0) { console.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 = !Object.empty(this._ed.urdiff); return; // TODO: IMPLEMENT var lur = ur[this.master.ur]; if (!lur) return; var lur = lur.objects[this.toString()]; var d = ediff(this._ed.urdiff, lur); if (!d || Object.empty(d)) 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; }, urstr() { if (this._ed.dirty) return "*" + this.ur; return this.ur; }, full_path() { return this.path_from(world); }, /* 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); p.max_force = 500; p.break(); }, 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.master; while (c && c !== o && c !== world) { p = c.toString() + "." + p; c = c.master; } if (c === world) p = "world." + 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) { return; this.crying = audio.sound.play(file, audio.sound.bus.sfx); var killfn = () => { this.crying = undefined; console.warn("killed"); } this.crying.hook = 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 Window.world2screen(this.worldpos()); }, worldangle() { return Math.rad2turn(q_body(2, this.body)); }, sworldangle(x) { set_body(0, this.body, Math.turn2rad(x)); }, get_ur() { // if (this.ur === 'empty') return undefined; return Object.access(ur, this.ur); }, /* spawn an entity text can be: the file path of a script an ur object nothing */ spawn(text) { var ent = Object.create(gameobject); if (typeof text === 'object') text = text.name; if (typeof text === 'undefined') ent.ur = "empty"; else if (typeof text !== 'string') { console.error(`Must pass in an ur type or a string to make an entity.`); return; } else { if (Object.access(ur, text)) ent.ur = text; else if (io.exists(text)) ent.ur = "script"; else { console.warn(`Cannot make an entity from '${text}'. Not a valid ur.`); return; } } Object.mixin(ent, gameobject_impl); ent.body = make_gameobject(); ent.warp_layer = [true]; ent.phys = 2; ent.components = {}; ent.objects = {}; ent.timers = []; ent.reparent(this); ent._ed = { selectable: true, dirty: false, inst: false, urdiff: {}, }; cmd(113, ent.body, ent); // set the internal obj reference to this obj Object.hide(ent, 'ur', 'body', 'components', 'objects', '_ed', 'timers', 'master'); if (ent.ur === 'empty') { if (!ur.empty.proto) ur.empty.proto = json.decode(json.encode(ent)); return ent; } if (ent.ur === 'script') eval_env(io.slurp(text), ent, ent.ur); else apply_ur(ent.ur, ent); for (var [prop, p] of Object.entries(ent)) { if (!p) continue; if (typeof p !== 'object') continue; if (component.isComponent(p)) continue; if (!p.comp) continue; ent[prop] = component[p.comp].make(ent); Object.merge(ent[prop], p); ent.components[prop] = ent[prop]; }; check_registers(ent); ent.components.forEach(function(x) { if (typeof x.collide === 'function') register_collide(1, x.collide.bind(x), ent.body, x.shape); }); if (typeof ent.load === 'function') ent.load(); if (Game.playing()) if (typeof ent.start === 'function') ent.start(); var mur = ent.get_ur(); if (mur && !mur.proto) mur.proto = json.decode(json.encode(ent)); ent.sync(); if (!Object.empty(ent.objects)) { var o = ent.objects; delete ent.objects; for (var i in o) { say(`MAKING ${i}`); var n = ent.spawn(ur[o[i].ur]); ent.rename_obj(n.toString(), i); delete o[i].ur; Object.assign(n, o[i]); } } this.body.phys = this.body.phys; // simple way to sync return ent; }, /* Reparent 'this' to be 'parent's child */ reparent(parent) { assert(parent, `Tried to reparent ${this.toString()} to nothing.`); if (this.master === parent) { console.warn("not reparenting ..."); console.warn(`${this.master} is the same as ${parent}`); return; } this.master?.remove_obj(this); this.master = parent; function unique_name(list, name) { name ??= "new_object"; var str = name.replaceAll('.', '_'); var n = 1; var t = str; while (list.indexOf(t) !== -1) { t = str + n; n++; } return t; }; var name = unique_name(Object.keys(parent.objects), 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: {}, master: 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 Window.world2screen(this.this2world(pos)); }, screen2this(pos) { return this.world2this(Window.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); }, grow(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.master.__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(); }, 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 = bbox.expand(bb, x); }); bb = bbox.move(bb, this.pos); return bb ? bb : bbox.fromcwh([0, 0], [0, 0]); }, /* The unique components of this object. Its diff. */ json_obj() { var u = this.get_ur(); if (!u) return {}; var proto = u.proto; var thiso = json.decode(json.encode(this)); // TODO: SLOW. Used to ignore properties in toJSON of components. var d = ediff(thiso, proto); d ??= {}; var objects = {}; proto.objects ??= {}; var curobjs = {}; for (var o in this.objects) curobjs[o] = this.objects[o].instance_obj(); var odiff = ediff(curobjs, 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 master */ instance_obj() { var t = this.transform(); t.ur = this.ur; return t; }, proto() { var u = this.get_ur(); if (!u) return {}; return u.proto; }, 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.master.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 = []; Event.rm_obj(this); Player.do_uncontrol(this); register_collide(2, undefined, this.body); if (this.master) { this.master.remove_obj(this); this.master = undefined; } if (this.__proto__.instances) delete this.__proto__.instances[this.toString()]; for (var key in this.components) { this.components[key].kill?.(); this.components[key].gameobject = undefined; delete this.components[key]; } this.clear(); this.objects = undefined; if (typeof this.stop === 'function') this.stop(); if (typeof this.die === 'function') this.die(); }, 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_objs(objs) { for (var prop in objs) { say(`spawning ${json.encode(objs[prop])}`); var newobj = this.spawn(objs[prop]); } }, rename_obj(name, newname) { if (!this.objects[name]) { console.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, name) { data ??= undefined; if (typeof comp.make !== 'function') return; name ??= comp.toString(); name = obj_unique_name(name, 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]; }, obj_descend(fn) { fn(this); for (var o in this.objects) this.objects[o].obj_descend(fn); }, } Object.mixin(gameobject, gameobject_impl); 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 master.", angle: "Rotation of this object, relative to its master.", 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 master.", 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.`, mass: `The higher the mass of the object, the less forces will affect it.`, phys: `Set to 0, 1, or 2, representing dynamic, kinematic, and static.`, 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.`, master: "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.', layer: 'Bitmask for collision layers.', draw_layer: 'Layer for drawing. Higher numbers draw above lower ones.', warp_layer: 'Bitmask for selecting what warps should affect this entity.', }; global.ur = {}; if (io.exists(".prosperon/ur.json")) ur = json.decode(io.slurp(".prosperon/ur.json")); else { ur = {}; ur._list = []; } /* UR OBJECT ur { name: fully qualified name of ur text: file path to the script data: file path to data proto: resultant object of a freshly made entity } */ /* Apply an ur u to an entity e */ /* u is given as */ function apply_ur(u, e) { console.log(`applying ur ${u}`); if (typeof u !== 'string') { console.warn("Must give u as a string."); return; } var urs = u.split('.'); var config = {}; var topur = ur; for (var i = 0; i < urs.length; i++) { topur = topur[urs[i]]; if (!topur) { console.warn(`Ur given by ${u} does not exist. Stopped at ${urs[i]}.`); return; } if (topur.text) { var script = Resources.replstrs(topur.text); eval_env(script, e, topur.text); } if (topur.data) { var jss = Resources.replstrs(topur.data); Object.merge(config, json.decode(jss)); } } Object.merge(e, config); } function file2fqn(file) { var fqn = file.strip_ext(); if (fqn.folder_same_name()) fqn = fqn.up_path(); fqn = fqn.replace('/', '.'); var topur; if (topur = Object.access(ur, fqn)) return topur; var fqnlast = fqn.split('.').last(); if (topur = Object.access(ur, fqn.tolast('.'))) { topur[fqnlast] = { name: fqn }; ur._list.push(fqn); return Object.access(ur, fqn); } fqn = fqnlast; ur[fqn] = { name: fqn }; ur._list.push(fqn); return ur[fqn]; } Game.loadurs = function() { ur = {}; ur._list = []; /* FIND ALL URS IN A PROJECT */ for (var file of io.glob("**.jso")) { if (file[0] === '.' || file[0] === '_') continue; var topur = file2fqn(file); topur.text = file; } for (var file of io.glob("**.json")) { if (file[0] === '.' || file[0] === '_') continue; var topur = file2fqn(file); topur.data = file; } ur.empty = { name: "empty" }; }; return { gameobject }