776 lines
18 KiB
JavaScript
776 lines
18 KiB
JavaScript
var component = {
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components: [],
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toString() {
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if ('gameobject' in this)
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return this.name + " on " + this.gameobject;
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else
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return this.name;
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},
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name: "component",
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component: true,
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enabled: true,
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enable() { this.enabled = true; },
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disable() { this.enabled = false; },
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make(go) { },
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kill() { Log.info("Kill not created for this component yet"); },
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gui() { },
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gizmo() { },
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prepare_center() {},
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finish_center() {},
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extend(spec) {
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return Object.copy(this, spec);
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},
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/* Given a relative path, return the full path */
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resani(path) {
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if (!this.gameobject) return path;
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if (path[0] === '/') return path.slice(1);
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var res = this.gameobject.ur.toString();
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res = res.replaceAll('.', '/');
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var restry = res + "/" + path;
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while (!IO.exists(restry)) {
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res = res.updir() + "/";
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if (res === "/")
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return path;
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restry = res + path;
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}
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return restry;
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},
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/* Given the full path, return the most relative path */
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resavi(path) {
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if (!this.gameobject) return path;
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if (path[0] === '/') return path;
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var res = this.gameobject.ur.toString();
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res = res.replaceAll('.', '/');
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if (!path.startsWith(res))
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return path;
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return path.replace(res, "").slice(1);
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},
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};
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component.sprite = {
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pos:[0,0],
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color:[1,1,1],
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layer:0,
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enabled:true,
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path: "",
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toString() { return "sprite"; },
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make(go) {
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var nsprite = Object.create(component.sprite.maker);
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nsprite.gameobject = go;
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Object.assign(nsprite, make_sprite(go.body));
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nsprite.ur = this;
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return nsprite;
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},
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};
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component.sprite.maker = Object.copy(component, {
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set path(x) {
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x = this.resani(x);
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cmd(12,this.id,x,this.rect);
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},
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get path() {
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return cmd(116,this.id);
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},
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get visible() { return this.enabled; },
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set visible(x) { this.enabled = x; },
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asset(str) { this.path = str; },
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rect: {s0:0, s1: 1, t0: 0, t1: 1},
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get enabled() { return cmd(114,this.id); },
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set enabled(x) { cmd(20,this.id,x); },
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set color(x) { cmd(96,this.id,x); },
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get color() {return undefined; },
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get pos() { return cmd(111, this.id); },
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set pos(x) { cmd(37,this.id,x); },
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set layer(x) { cmd(60, this.id, x); },
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get layer() { return undefined; },
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boundingbox() {
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return cwh2bb([0,0],[0,0]);
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var dim = this.dimensions();
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dim = dim.scale(this.gameobject.scale);
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var realpos = this.pos.copy();
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realpos.x = realpos.x * dim.x + (dim.x/2);
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realpos.y = realpos.y * dim.y + (dim.y/2);
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return cwh2bb(realpos,dim);
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},
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kill() { cmd(9,this.id); },
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dimensions() { return cmd(64,this.path); },
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width() { return cmd(64,this.path).x; },
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height() { return cmd(64,this.path).y; },
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});
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Object.freeze(sprite);
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var sprite = component.sprite.maker;
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sprite.inputs = {};
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sprite.inputs.kp9 = function() { this.pos = [0,0]; };
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sprite.inputs.kp8 = function() { this.pos = [-0.5, 0]; };
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sprite.inputs.kp7 = function() { this.pos = [-1,0]; };
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sprite.inputs.kp6 = function() { this.pos = [0,-0.5]; };
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sprite.inputs.kp5 = function() { this.pos = [-0.5,-0.5]; };
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sprite.inputs.kp4 = function() { this.pos = [-1,-0.5]; };
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sprite.inputs.kp3 = function() { this.pos = [0, -1]; };
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sprite.inputs.kp2 = function() { this.pos = [-0.5,-1]; };
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sprite.inputs.kp1 = function() { this.pos = [-1,-1]; };
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Object.seal(sprite);
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var aseframeset2anim = function(frameset, meta)
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{
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var anim = {};
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anim.frames = [];
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anim.path = meta.image;
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var dim = meta.size;
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var ase_make_frame = function(ase_frame,i) {
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var f = ase_frame.frame;
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var frame = {};
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frame.rect = {
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s0: f.x/dim.w,
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s1: (f.x+f.w)/dim.w,
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t0: f.y/dim.h,
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t1: (f.y+f.h)/dim.h
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};
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frame.time = ase_frame.duration / 1000;
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anim.frames.push(frame);
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};
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frameset.forEach(ase_make_frame);
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anim.dim = [frameset[0].sourceSize.x, frameset[0].sourceSize.y];
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anim.loop = true;
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return anim;
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}
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var ase2anim = function(ase)
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{
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var json = IO.slurp(ase);
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json = JSON.parse(json);
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var frames = Array.isArray(json.frames) ? json.frames : Object.values(json.frames);
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return aseframeset2anim(json.frames, json.meta);
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}
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var ase2anims = function(ase)
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{
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var json = IO.slurp(ase);
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json = JSON.parse(json);
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var anims = {};
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var frames = Array.isArray(json.frames) ? json.frames : Object.values(json.frames);
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for (var tag of json.meta.frameTags)
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anims[tag.name] = aseframeset2anim(frames.slice(tag.from, tag.to+1), json.meta);
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return anims;
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}
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var gif2anim = function(gif)
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{
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var anim = {};
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anim.frames = [];
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anim.path = gif;
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var frames = cmd(139,gif);
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var yslice = 1/frames;
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for (var f = 0; f < frames; f++) {
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var frame = {};
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frame.rect = {
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s0: 0,
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s1: 1,
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t0: yslice*f,
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t1: yslice*(f+1)
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};
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frame.time = 0.05;
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anim.frames.push(frame);
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}
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anim.loop = true;
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var dim = cmd(64,gif);
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dim.y /= frames;
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anim.dim = dim;
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return anim;
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}
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var strip2anim = function(strip)
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{
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var anim = {};
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anim.frames = [];
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anim.path = strip;
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var frames = 8;
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var xslice = 1/frames;
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for (var f = 0; f < frames; f++) {
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var frame = {};
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frame.rect = {s0:xslice*f, s1: slice*(f+1), t0:0, t1:1};
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frame.time = 0.05;
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anim.frames.push(frame);
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}
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anim.dim = cmd(64,strip);
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anim.dim.x /= frames;
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return anim;
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}
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/* Container to play sprites and anim2ds */
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component.char2d = Object.copy(sprite, {
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get enabled() { return cmd(114,this.id); },
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set enabled(x) { cmd(20,this.id,x); },
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set color(x) { cmd(96,this.id,x); },
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get pos() { return cmd(111, this.id); },
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set pos(x) { cmd(37,this.id,x); },
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set layer(x) { cmd(60, this.id, x); },
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get layer() { return this.gameobject.draw_layer; },
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boundingbox() {
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var dim = this.curplaying.dim.slice();
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dim = dim.scale(this.gameobject.scale);
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var realpos = this.pos.slice();
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realpos.x = realpos.x * dim.x + (dim.x/2);
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realpos.y = realpos.y * dim.y + (dim.y/2);
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return cwh2bb(realpos,dim);
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},
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sync() {
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if (this.path)
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cmd(12,this.id,this.path,this.rect);
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},
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kill() { cmd(9,this.id); },
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ur: {
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},
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make(go) {
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var char = Object.create(this);
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char.gameobject = go;
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Object.assign(char, make_sprite(go.body));
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char.frame = 0;
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char.timer = timer.make(char.advance.bind(char), 1);
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char.timer.loop = true;
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return char;
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},
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frame: 0,
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play(name) {
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if (!(name in this)) {
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Log.info("Can't find an animation named " + name);
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return;
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}
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if (this.curplaying === this[name]) {
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this.timer.start();
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return;
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}
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this.curplaying = this[name];
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this.frame = 0;
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this.timer.time = this.curplaying.frames[this.frame].time;
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this.timer.start();
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this.setsprite();
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},
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setsprite() {
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cmd(12, this.id, this.curplaying.path, this.curplaying.frames[this.frame].rect);
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},
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advance() {
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this.frame = (this.frame + 1) % this.curplaying.frames.length;
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this.setsprite();
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if (this.frame === 0 && !this.curplaying.loop)
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this.timer.pause();
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},
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devance() {
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this.frame = (this.frame - 1);
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if (this.frame === -1) this.frame = this.curplaying.frames-1;
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this.setsprite();
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},
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setframe(frame) {
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this.frame = frame;
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this.setsprite();
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},
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pause() {
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this.timer.pause();
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},
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stop() {
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this.setframe(0);
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this.timer.stop();
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},
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kill() {
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this.timer.kill();
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cmd(9, this.id);
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},
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});
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/* Returns points specifying this geometry, with ccw */
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var Geometry = {
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box(w, h) {
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w /= 2;
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h /= 2;
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var points = [
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[w,h],
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[-w,h],
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[-w,-h],
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[w,-h]
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];
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return points;
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}
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};
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/* For all colliders, "shape" is a pointer to a phys2d_shape, "id" is a pointer to the shape data */
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var collider2d = Object.copy(component, {
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name: "collider 2d",
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sensor: false,
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kill() {}, /* No killing is necessary - it is done through the gameobject's kill */
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register_hit(fn, obj) {
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register_collide(1, fn, obj, this.gameobject.body, this.shape);
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},
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/* set sensor(x) { cmd(18,this.shape,x); },
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get sensor() { return cmd(21,this.shape); },
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set enabled(x) { cmd(22,this.shape,x); },
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get enabled() { return cmd(23,this.shape); }
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*/
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});
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collider2d.inputs = {};
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collider2d.inputs['M-s'] = function() { this.sensor = !this.sensor; }
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collider2d.inputs['M-s'].doc = "Toggle if this collider is a sensor.";
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collider2d.inputs['M-t'] = function() { this.enabled = !this.enabled; }
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collider2d.inputs['M-t'].doc = "Toggle if this collider is enabled.";
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component.polygon2d = Object.copy(collider2d, {
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sync() {
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cmd_poly2d(0, this.id, this.spoints);
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},
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boundingbox() {
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return points2bb(this.spoints);
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},
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make(go) {
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var poly = Object.create(this);
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poly.gameobject = go;
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poly.points = [];
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poly.flipx = false;
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poly.flipy = false;
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Object.assign(poly, make_poly2d(go.body, poly.points));
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return poly;
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},
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/* EDITOR */
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get spoints() {
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var spoints = this.points.slice();
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if (this.flipx) {
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spoints.forEach(function(x) {
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var newpoint = x.slice();
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newpoint.x = -newpoint.x;
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spoints.push(newpoint);
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});
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}
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if (this.flipy) {
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spoints.forEach(function(x) {
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var newpoint = x.slice();
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newpoint.y = -newpoint.y;
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spoints.push(newpoint);
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});
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}
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return spoints;
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},
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gizmo() {
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this.spoints.forEach(function(x) {
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Debug.point(world2screen(this.gameobject.this2world(x)), 3, Color.green);
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}, this);
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this.points.forEach(function(x, i) {
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Debug.numbered_point(this.gameobject.this2world(x), i);
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}, this);
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},
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pick(pos) {
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var p = Gizmos.pick_gameobject_points(pos, this.gameobject, this.points);
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if (p) {
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return {
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set pos(n) {
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p.x = n.x;
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p.y = n.y;
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},
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get pos() { return p; },
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sync: this.sync.bind(this)
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}
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}
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return undefined;
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},
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query() {
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return cmd(80, this.shape);
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},
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});
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var polygon2d = component.polygon2d;
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polygon2d.inputs = {};
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polygon2d.inputs.post = function() { this.sync(); };
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polygon2d.inputs.f10 = function() {
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this.points = sortpointsccw(this.points);
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};
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polygon2d.inputs.f10.doc = "Sort all points to be CCW order.";
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polygon2d.inputs['C-lm'] = function() {
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this.points.push(this.gameobject.world2this(Mouse.worldpos));
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};
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polygon2d.inputs['C-lm'].doc = "Add a point to location of mouse.";
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polygon2d.inputs['S-lm'] = function() {
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var idx = grab_from_points(Mouse.worldpos, this.points.map(p => this.gameobject.this2world(p)), 25);
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if (idx === -1) return;
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this.points.splice(idx, 1);
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};
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polygon2d.inputs['S-lm'].doc = "Remove point under mouse.";
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polygon2d.inputs['C-b'] = function() {
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this.points = this.spoints;
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this.flipx = false;
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this.flipy = false;
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};
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polygon2d.inputs['C-b'].doc = "Freeze mirroring in place.";
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Object.freeze(polygon2d);
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component.edge2d = Object.copy(collider2d, {
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degrees:2,
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dimensions:2,
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/* open: 0
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clamped: 1
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beziers: 2
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looped: 3
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*/
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type: 3,
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typeid: {
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open: 0,
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clamped: 1,
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beziers: 2,
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looped: 3
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},
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flipx: false,
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flipy: false,
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hollow: false,
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hollowt: 0,
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get spoints() {
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var spoints = this.cpoints.slice();
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if (this.flipx) {
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for (var i = spoints.length-1; i >= 0; i--) {
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var newpoint = spoints[i].slice();
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newpoint.x = -newpoint.x;
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spoints.push(newpoint);
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}
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}
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if (this.flipy) {
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for (var i = spoints.length-1; i >= 0; i--) {
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var newpoint = spoints[i].slice();
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newpoint.y = -newpoint.y;
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spoints.push(newpoint);
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}
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}
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return spoints;
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if (this.hollow) {
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var hpoints = [];
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var inflatep = inflate_cpv(spoints, spoints.length, this.hollowt);
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inflatep[0].slice().reverse().forEach(function(x) { hpoints.push(x); });
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inflatep[1].forEach(function(x) { hpoints.push(x); });
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return hpoints;
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}
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return spoints;
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},
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sample(n) {
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var spoints = this.spoints;
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this.degrees = Math.clamp(this.degrees, 1, spoints.length-1);
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if (spoints.length === 2)
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return spoints;
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if (spoints.length < 2)
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return [];
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if (this.degrees < 2) {
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if (this.type === 3)
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return spoints.wrapped(1);
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return spoints;
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}
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/*
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order = degrees+1
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knots = spoints.length + order
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assert knots%order != 0
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*/
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if (this.type === typeid.this.looped)
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return spline_cmd(0, this.degrees, this.dimensions, 0, spoints.wrapped(this.degrees), n);
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return spline_cmd(0, this.degrees, this.dimensions, this.type, spoints, n);
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},
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set thickness(x) {
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cmd_edge2d(1,this.id,x);
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},
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get thickness() { return cmd(112,this.id); },
|
|
|
|
samples: 10,
|
|
|
|
boundingbox() {
|
|
return points2bb(this.points.map(x => x.scale(this.gameobject.scale)));
|
|
},
|
|
|
|
make(go) {
|
|
var edge = Object.create(this);
|
|
edge.gameobject = go;
|
|
edge.cpoints = [];
|
|
edge.points = [];
|
|
Object.assign(edge, make_edge2d(go.body, edge.points, 0));
|
|
edge.thickness = 0;
|
|
return edge;
|
|
},
|
|
|
|
sync() {
|
|
var sensor = this.sensor;
|
|
this.points = this.sample(this.samples);
|
|
cmd_edge2d(0,this.id,this.points);
|
|
this.sensor = sensor;
|
|
},
|
|
|
|
/* EDITOR */
|
|
gizmo() {
|
|
this.spoints.forEach(function(x) {
|
|
Debug.point(world2screen(this.gameobject.this2world(x)), 3, Color.green);
|
|
}, this);
|
|
|
|
this.cpoints.forEach(function(x, i) {
|
|
Debug.numbered_point(this.gameobject.this2world(x), i);
|
|
}, this);
|
|
},
|
|
|
|
finish_center(change) {
|
|
this.cpoints = this.cpoints.map(function(x) { return x.sub(change); });
|
|
},
|
|
|
|
pick(pos) {
|
|
var p = Gizmos.pick_gameobject_points(pos, this.gameobject, this.cpoints);
|
|
if (p) return {
|
|
set pos(n) { p.x = n.x; p.y = n.y; },
|
|
get pos() { return p; },
|
|
sync: this.sync.bind(this),
|
|
};
|
|
|
|
|
|
return undefined;
|
|
},
|
|
});
|
|
|
|
var bucket = component.edge2d;
|
|
bucket.inputs = {};
|
|
bucket.inputs.h = function() { this.hollow = !this.hollow; };
|
|
bucket.inputs.h.doc = "Toggle hollow.";
|
|
|
|
bucket.inputs['C-g'] = function() {
|
|
this.hollowt--;
|
|
if (this.hollowt < 0) this.hollowt = 0;
|
|
};
|
|
bucket.inputs['C-g'].doc = "Thin the hollow thickness.";
|
|
|
|
bucket.inputs['C-f'] = function() { this.hollowt++; };
|
|
bucket.inputs['C-f'].doc = "Increase the hollow thickness.";
|
|
|
|
bucket.inputs['M-v'] = function() { this.thickness--; };
|
|
bucket.inputs['M-v'].doc = "Decrease spline thickness.";
|
|
bucket.inputs['M-v'].rep = true;
|
|
|
|
bucket.inputs['C-b'] = function() {
|
|
this.cpoints = this.spoints;
|
|
this.flipx = false;
|
|
this.flipy = false;
|
|
};
|
|
bucket.inputs['C-b'].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['C-plus'] = function() { this.degrees++; };
|
|
bucket.inputs['C-plus'].doc = "Increase the degrees of this spline.";
|
|
bucket.inputs['C-plus'].rep = true;
|
|
|
|
bucket.inputs.plus = function() { this.samples++; };
|
|
bucket.inputs.plus.doc = "Increase the number of samples of this spline.";
|
|
bucket.inputs.plus.rep = true;
|
|
|
|
bucket.inputs.minus = function() {
|
|
this.samples--;
|
|
if (this.samples < 1) this.samples = 1;
|
|
};
|
|
bucket.inputs.minus.doc = "Decrease the number of samples on this spline.";
|
|
bucket.inputs.minus.rep = true;
|
|
|
|
bucket.inputs['C-minus'] = function() { this.degrees--; };
|
|
bucket.inputs['C-minus'].doc = "Decrease the number of degrees of this spline.";
|
|
bucket.inputs['C-minus'].rep = true;
|
|
|
|
bucket.inputs['C-r'] = function() { this.cpoints = this.cpoints.reverse(); };
|
|
bucket.inputs['C-r'].doc = "Reverse the order of the spline's points.";
|
|
|
|
bucket.inputs['C-l'] = function() { this.type = 3; };
|
|
bucket.inputs['C-l'].doc = "Set type of spline to clamped.";
|
|
|
|
bucket.inputs['C-c'] = function() { this.type = 1; };
|
|
bucket.inputs['C-c'].doc = "Set type of spline to closed.";
|
|
|
|
bucket.inputs['C-o'] = function() { this.type = 0; };
|
|
bucket.inputs['C-o'].doc = "Set spline to open.";
|
|
|
|
bucket.inputs['C-M-lm'] = function() {
|
|
var idx = grab_from_points(Mouse.worldpos, this.cpoints.map(this.gameobject.world2this,this.gameobject), 25);
|
|
if (idx === -1) return;
|
|
|
|
this.cpoints = this.cpoints.newfirst(idx);
|
|
};
|
|
bucket.inputs['C-M-lm'].doc = "Select the given point as the '0' of this spline.";
|
|
|
|
bucket.inputs['C-lm'] = function() {
|
|
var idx = 0;
|
|
|
|
if (this.cpoints.length >= 2) {
|
|
idx = cmd(59, screen2world(Mouse.pos).sub(this.gameobject.pos), this.cpoints, 1000);
|
|
if (idx === -1) return;
|
|
}
|
|
|
|
if (idx === this.cpoints.length)
|
|
this.cpoints.push(this.gameobject.world2this(screen2world(Mouse.pos)));
|
|
else
|
|
this.cpoints.splice(idx, 0, this.gameobject.world2this(screen2world(Mouse.pos)));
|
|
};
|
|
bucket.inputs['C-lm'].doc = "Add a point to the spline at the mouse position.";
|
|
|
|
bucket.inputs['S-lm'] = function() {
|
|
var idx = grab_from_points(screen2world(Mouse.pos), this.cpoints.map(function(x) {return x.add(this.gameobject.pos); }, this), 25);
|
|
if (idx === -1) return;
|
|
|
|
this.cpoints.splice(idx, 1);
|
|
};
|
|
bucket.inputs['S-lm'].doc = "Remove point from the spline.";
|
|
|
|
bucket.inputs.lb = function() {
|
|
var np = [];
|
|
|
|
this.cpoints.forEach(function(c) {
|
|
np.push(Vector.rotate(c, Math.deg2rad(-1)));
|
|
});
|
|
|
|
this.cpoints = np;
|
|
};
|
|
bucket.inputs.lb.doc = "Rotate the points CCW.";
|
|
bucket.inputs.lb.rep = true;
|
|
|
|
bucket.inputs.rb = function() {
|
|
var np = [];
|
|
|
|
this.cpoints.forEach(function(c) {
|
|
np.push(Vector.rotate(c, Math.deg2rad(1)));
|
|
});
|
|
|
|
this.cpoints = np;
|
|
};
|
|
bucket.inputs.rb.doc = "Rotate the points CW.";
|
|
bucket.inputs.rb.rep = true;
|
|
|
|
component.circle2d = Object.copy(collider2d, {
|
|
set radius(x) { cmd_circle2d(0,this.id,x); },
|
|
get radius() { return cmd_circle2d(2,this.id); },
|
|
|
|
set scale(x) { this.radius = x; },
|
|
get scale() { return this.radius; },
|
|
|
|
set offset(x) { cmd_circle2d(1,this.id,x); },
|
|
get offset() { return cmd_circle2d(3,this.id); },
|
|
|
|
boundingbox() {
|
|
var diameter = this.radius*2*this.gameobject.scale;
|
|
return cwh2bb(this.offset.scale(this.gameobject.scale), [this.radius,this.radius]);
|
|
},
|
|
|
|
make(go) {
|
|
var circle = Object.create(this);
|
|
circle.gameobject = go;
|
|
Object.assign(circle, make_circle2d(go.body));
|
|
|
|
return circle;
|
|
},
|
|
|
|
gui() {
|
|
Nuke.newline();
|
|
Nuke.label("circle2d");
|
|
this.radius = Nuke.pprop("Radius", this.radius);
|
|
this.offset = Nuke.pprop("offset", this.offset);
|
|
},
|
|
|
|
ur: {
|
|
radius:10,
|
|
offset:[0,0],
|
|
toString() { return "circle2d"; },
|
|
},
|
|
});
|
|
|
|
/* ASSETS */
|
|
|
|
var Texture = {
|
|
mipmaps(path, x) {
|
|
cmd(94, path, x);
|
|
},
|
|
|
|
sprite(path, x) {
|
|
cmd(95, path, x);
|
|
},
|
|
};
|
|
|
|
var Resources = {
|
|
load(path) {
|
|
if (path in this)
|
|
return this[path];
|
|
|
|
var src = {};
|
|
this[path] = src;
|
|
src.path = path;
|
|
|
|
if (!IO.exists(`${path}.asset`))
|
|
return this[path];
|
|
|
|
var data = JSON.parse(IO.slurp(`${path}.asset`));
|
|
Object.assign(src,data);
|
|
return this[path];
|
|
|
|
},
|
|
};
|