= Yugine

The yugine essentially is made of a sequence of levels. Levels can be
nested, they can be streamed in, or loaded one at a time. Levels are
made of levels.

Different "modes" of using the engine has unique sequences of level
loading orders. Each level has an associated script file. Level
loading functions call the script file, as well as the level file. The
level file can be considered to be a container of objects that the
associated script file can access.

.Game start

* Engine scripts
* config.js
* game.lvl & game.js

.Editor

* Engine scripts
* config.js
* editor.js

.Editor play

* F5 debug.lvl
** Used for custom debug level testing. If doesn't exist, game.lvl is loaded.
* F6 game.lvl
* F7 Currently edited level

While playing ...
* F7 Stop

== Level model
The game world is made up of objects. Levels are collections of
objects. The topmost level is called "World". Objects are spawned into
a specific level. If none are explicitly given, objects are spawned
into World. Objects in turn are made up of components - sprites,
colliders, and so on. Accessing an object might go like this:

World.level1.enemy1.sprite.path = "brick.png";

To set the image of enemy1 in level 1's sprite.

.Level functions
,===
name, description

levels, a list of all levels loaded in this one
objects, a list of all objects belonging to this level (objects + levels)
object_count, objects.length()
spawn(type), creates an object from the supplied type in the level
create(), creates an empty level inside of this one
loadfile(file), loads file as a level inside of this one; returns it. Mainly for editor
loadlevel(file), loads file as a level and does running required for gameplay
load(level_json), clears this level and spawns all objects specified in the level_json
clear(), kills all objects in this level
kill(), cleans up the level and kills it

,===

.Objects
Objects are things that exist in the game world.

,===
name, description
level, the level this object belongs to
pos, the global position
relpos, the position relative to its level
angle, the global angle
relangle, angle relative to its level
velocity, velocity of the object
angularvelocity, angular velocity of the object
alive, true if the object is valid
varname, the variable name of the object (used for friendly naming)
friction, physics attribnute
elasticity, physics attribute
flipx, true if the object is flipped on its x axis
flipy, true if the object is mirrored on its y axis
body, the internal gameobject id of the object
controlled, true if the object is controlled by something
phys, set to dynamic; kinematic; or static; explained below
moi, the moment of inertia of the object
mass, mass of the object
visible, true if the object is visible. Set to false to disable all visible features belonging to it
in_air(), true if the object is not on the ground
on_ground(), !in_air()
layer, collision layer for the physics engine
draw_layer, draw order. higher numbers draw on top of lower ones
scale, change to make the object larger or smaller
from, the object this object was created from
boundingbox, the boundingbox of this object in world dimensions
push(vec), push this object each frame with vec velocity
width, the boundingbox defined width
height, the boundingbox defined height
kill, destroy the object
stop, ???
world2this(pos), return the pos in world coordinates to relative this object
this2world(pos), return the pos in this coordinates relative to the world
make(props, level), instantiate an object based on this, with additional props, in level
,===

.Editor related object features
,===
gizmo, path to an image to draw in editor mode
,===

.Functions for object control
,===
clone(name; ext), create a copy of this object and extend it with ext; does not spawn
instadup(), create an exact duplicate of this object in the World
revert(), remove everything that makes the object unique; make it exactly like what it was spawned from
,===

.Physics
All objects belong to the physics engine, but may be totally ignored by it.

,===
static, does not and will not move
dynamic, moves under the auspices of the physics engine
kinematic, moves under the auspices of the player or other control mechanism
,===

Physics properties work as such
,===
mass, affects how much a given force will move an object
elasticity, affects momentum loss on collisions; multiplicative between two objects for each collision; 1 for no loss; 0 for total stoppage; >1 for a chaotic increasing entropy simulation
friction, affects momentum loss when rubbing against another surface; multiplicative between the two objects
,===

.Textures & images
A sprite is a display of a specific texture in the game world. The
underlying texture has values associated with it, like how it should
be rendered: is it a sprite, is it a texture, does it have mipmaps,
etc. Textures are all file based, and are only accessed through the
explicit path to their associated image file.

.Finding & Addressing Objects


.Editor & Debugging
Although intertwined, debugging functions and the editor are separate entities.

..Debugging
Debugging functions are mapped to the F buttons, and are always available during gameplay in a debug build. Pressing the F button toggles the feature; pressing it with ALT shows a legend for that feature; pressing it with CTRL shows additional info

,===
F1, Draw physics info
F3, Draw bounding boxes
F12, Drawing gui debugging info
,===
