var component = {}; 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 fullrect = [0, 0, 1, 1]; var sprite_addbucket = function (sprite) { var layer = 1000000 + sprite.gameobject.drawlayer * 1000 - sprite.gameobject.pos.y; sprite_buckets[layer] ??= {}; sprite_buckets[layer][sprite.path] ??= []; sprite_buckets[layer][sprite.path].push(sprite); sprite._oldlayer = layer; sprite._oldpath = sprite.path; }; var sprite_rmbucket = function (sprite) { if (sprite._oldlayer && sprite._oldpath) sprite_buckets[sprite._oldlayer][sprite._oldpath].remove(sprite); else for (var layer of Object.values(sprite_buckets)) for (var path of Object.values(layer)) path.remove(sprite); }; var sprite = { loop: true, rect: fullrect, anim: {}, playing: 0, anim_speed: 1, play(str = 0, fn, loop = true, reverse = false) { 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; if (reverse) f = playing.frames.length - 1; self.path = playing.path; function advance() { if (!self) return; if (!self.gameobject) return; self.frame = playing.frames[f].rect; self.rect = [self.frame.x, self.frame.y, self.frame.w, self.frame.h]; self.update_dimensions(); var done = false; if (reverse) { f = (((f - 1) % playing.frames.length) + playing.frames.length) % playing.frames.length; if (f === playing.frames.length - 1) done = true; } else { f = (f + 1) % playing.frames.length; if (f === 0) done = true; } if (done) { fn?.(); if (!loop) { self?.stop(); return; } // self?.anim_done?.(); // if (!self.loop) { self.stop(); return; } } // if (self) stop = self.gameobject.delay(advance, playing.frames[f].time / self.anim_speed); } advance(); }, tex_sync() { if (this.anim) this.stop(); this.rect = fullrect; var anim = SpriteAnim.make(this.path); this.update_dimensions(); this.sync(); if (!anim) return; this.anim = anim; this.play(); this.pos = this.dimensions().scale(this.anchor); }, stop() { this.del_anim?.(); }, set path(p) { p = Resources.find_image(p, this.gameobject._root); 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); this.diffuse = this.texture; this.tex_sync(); }, get path() { return this._p; }, kill() { sprite_rmbucket(this); this.del_anim?.(); this.anim = undefined; this.gameobject = undefined; this.anim_done = undefined; allsprites.remove(this); }, 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() { var layer = 1000000 + this.gameobject.drawlayer * 1000 - this.gameobject.pos.y; if (layer === this._oldlayer && this.path === this._oldpath) return; sprite_rmbucket(this); sprite_addbucket(this); }, pick() { return this; }, boundingbox() { var dim = this.dimensions(); dim = dim.scale(this.gameobject.scale); var realpos = dim.scale(0.5).add(this.pos); return bbox.fromcwh(realpos, dim); }, update_dimensions() { this._dimensions = [this.texture.width * this.rect[2], this.texture.height * this.rect[3]]; component.sprite_dim_hook?.(this); }, dimensions() { return this._dimensions; }, width() { return this.dimensions().x; }, height() { return this.dimensions().y; }, }; globalThis.allsprites = []; var sprite_buckets = []; component.sprite_buckets = function () { return sprite_buckets; }; component.dynamic_sprites = []; 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 = function (obj) { var sp = Object.create(sprite); sp.gameobject = obj; sp.transform = obj.transform; sp.guid = prosperon.guid(); allsprites.push(sp); if (component.sprite.make_hook) component.sprite.make_hook(sp); sprite_addbucket(sp); return sp; }; sprite.shade = [1, 1, 1, 1]; Object.mixin(os.make_seg2d(), { sync() { this.set_endpoints(this.points[0], this.points[1]); }, }); /* 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) { 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) { var anim = {}; anim.frames = []; anim.path = path; var tex = game.texture(path); var frames = tex.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]; 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 || 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."; var collider2d = {}; 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."; Object.mix(os.make_poly2d(), { boundingbox() { return bbox.frompoints(this.spoints()); }, /* 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)); } Object.mixin(os.make_poly2d(), { sync() { this.setverts(this.points); }, grow: pointscaler, }); var polyinputs = Object.create(collider2d.inputs); os.make_poly2d().inputs = polyinputs; polyinputs = {}; polyinputs.f10 = function () { this.points = Math.sortpointsccw(this.points); }; polyinputs.f10.doc = "Sort all points to be CCW order."; polyinputs["C-lm"] = function () { this.points.push(this.gameobject.world2this(input.mouse.worldpos())); }; polyinputs["C-lm"].doc = "Add a point to location of mouse."; polyinputs.lm = function () {}; polyinputs.lm.released = function () {}; polyinputs["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); }; polyinputs["C-M-lm"].doc = "Remove point under mouse."; polyinputs["C-b"] = function () { this.points = this.spoints; this.flipx = false; this.flipy = false; }; polyinputs["C-b"].doc = "Freeze mirroring in place."; var edge2d = { dimensions: 2, thickness: 1, /* 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 */, elasticity: 0, friction: 0, sync() { var ppp = this.sample(); this.segs ??= []; var count = ppp.length - 1; this.segs.length = count; for (var i = 0; i < count; i++) { this.segs[i] ??= os.make_seg2d(this.body); this.segs[i].set_endpoints(ppp[i], ppp[i + 1]); this.segs[i].set_neighbors(ppp[i], ppp[i + 1]); this.segs[i].radius = this.thickness; this.segs[i].elasticity = this.elasticity; this.segs[i].friction = this.friction; this.segs[i].collide = this.collide; } }, flipx: false, flipy: false, 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()); } if (this.looped) spoints = spoints.wrapped(1); return spoints; }, 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))); }, /* 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 = function (obj) { if (!obj.body) obj.rigidify(); var edge = Object.create(edge2d); edge.body = obj.body; return edge; }; edge2d.spoints.doc = "Returns the controls points after modifiers are applied, such as it being hollow or mirrored on its axises."; edge2d.inputs = {}; edge2d.inputs.h = function () { this.hollow = !this.hollow; }; edge2d.inputs.h.doc = "Toggle hollow."; edge2d.inputs["C-g"] = function () { if (this.hollowt > 0) this.hollowt--; }; edge2d.inputs["C-g"].doc = "Thin the hollow thickness."; edge2d.inputs["C-g"].rep = true; edge2d.inputs["C-f"] = function () { this.hollowt++; }; edge2d.inputs["C-f"].doc = "Increase the hollow thickness."; edge2d.inputs["C-f"].rep = true; edge2d.inputs["M-v"] = function () { if (this.thickness > 0) this.thickness--; }; edge2d.inputs["M-v"].doc = "Decrease spline thickness."; edge2d.inputs["M-v"].rep = true; edge2d.inputs["C-y"] = function () { this.points = this.spoints(); this.flipx = false; this.flipy = false; this.hollow = false; }; edge2d.inputs["C-y"].doc = "Freeze mirroring,"; edge2d.inputs["M-b"] = function () { this.thickness++; }; edge2d.inputs["M-b"].doc = "Increase spline thickness."; edge2d.inputs["M-b"].rep = true; edge2d.inputs.plus = function () { if (this.angle <= 1) { this.angle = 1; return; } this.angle *= 0.9; }; edge2d.inputs.plus.doc = "Increase the number of samples of this spline."; edge2d.inputs.plus.rep = true; edge2d.inputs.minus = function () { this.angle *= 1.1; }; edge2d.inputs.minus.doc = "Decrease the number of samples on this spline."; edge2d.inputs.minus.rep = true; edge2d.inputs["C-r"] = function () { this.points = this.points.reverse(); }; edge2d.inputs["C-r"].doc = "Reverse the order of the spline's points."; edge2d.inputs["C-l"] = function () { this.looped = !this.looped; }; edge2d.inputs["C-l"].doc = "Toggle spline being looped."; edge2d.inputs["C-c"] = function () { switch (this.type) { case Spline.type.bezier: this.points = Spline.bezier2catmull(this.points); break; } this.type = Spline.type.catmull; }; edge2d.inputs["C-c"].doc = "Set type of spline to catmull-rom."; edge2d.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; }; edge2d.inputs["C-o"] = function () { this.type = -1; }; edge2d.inputs["C-o"].doc = "Set spline to linear."; edge2d.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); }; edge2d.inputs["C-M-lm"].doc = "Select the given point as the '0' of this spline."; edge2d.inputs["C-lm"] = function () { this.add_node(input.mouse.worldpos()); }; edge2d.inputs["C-lm"].doc = "Add a point to the spline at the mouse position."; edge2d.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); }; edge2d.inputs["C-M-lm"].doc = "Remove point from the spline."; edge2d.inputs.lm = function () {}; edge2d.inputs.lm.released = function () {}; edge2d.inputs.lb = function () { var np = []; this.points.forEach(function (c) { np.push(Vector.rotate(c, Math.deg2rad(-1))); }); this.points = np; }; edge2d.inputs.lb.doc = "Rotate the points CCW."; edge2d.inputs.lb.rep = true; edge2d.inputs.rb = function () { var np = []; this.points.forEach(function (c) { np.push(Vector.rotate(c, Math.deg2rad(1))); }); this.points = np; }; edge2d.inputs.rb.doc = "Rotate the points CW."; edge2d.inputs.rb.rep = true; /* CIRCLE */ function shape_maker(maker) { return function (obj) { if (!obj.body) obj.rigidify(); return maker(obj.body); }; } component.circle2d = shape_maker(os.make_circle2d); component.poly2d = shape_maker(os.make_poly2d); component.seg2d = shape_maker(os.make_seg2d); Object.mix(os.make_circle2d(), { boundingbox() { return bbox.fromcwh(this.offset, [this.radius, this.radius]); }, set scale(x) { this.radius = x; }, get scale() { return this.radius; }, 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]; }, }); return { component, SpriteAnim };