549 lines
12 KiB
JavaScript
549 lines
12 KiB
JavaScript
"use math";
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var files = {};
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function load(file) {
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var modtime = cmd(0, file);
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files[file] = modtime;
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}
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load("scripts/base.js");
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load("scripts/std.js");
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function run(file)
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{
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var modtime = cmd(119, file);
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if (modtime === 0) {
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Log.stack();
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return false;
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}
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files[file] = modtime;
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return cmd(117, file);
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}
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function run_env(file, env)
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{
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var script = IO.slurp(file);
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return function(){return eval(script);}.call(env);
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}
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load("scripts/diff.js");
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Log.level = 1;
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load("scripts/color.js");
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function bb2wh(bb) {
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return [bb.r-bb.l, bb.t-bb.b];
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};
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var Device = {
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pc: [1920,1080],
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macbook_m2: [2560,1664, 13.6],
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ds_top: [400,240, 3.53],
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ds_bottom: [320,240, 3.02],
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playdate: [400,240,2.7],
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switch: [1280,720, 6.2],
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switch_lite: [1280,720,5.5],
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switch_oled: [1280,720,7],
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dsi: [256,192,3.268],
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ds: [256,192, 3],
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dsixl: [256,192,4.2],
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ipad_air_m2: [2360,1640, 11.97],
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iphone_se: [1334, 750, 4.7],
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iphone_12_pro: [2532,1170,6.06],
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iphone_15: [2556,1179,6.1],
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gba: [240,160,2.9],
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gameboy: [160,144,2.48],
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gbc: [160,144,2.28],
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steamdeck: [1280,800,7],
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vita: [960,544,5],
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psp: [480,272,4.3],
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imac_m3: [4480,2520,23.5],
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macbook_pro_m3: [3024,1964, 14.2],
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ps1: [320,240,5],
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ps2: [640,480],
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snes: [256,224],
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gamecube: [640,480],
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n64: [320,240],
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c64: [320,200],
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macintosh: [512,342,9],
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gamegear: [160,144,3.2],
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};
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load("scripts/gui.js");
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var timer = {
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update(dt) {
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this.remain -= dt;
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if (this.remain <= 0) {
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this.fn();
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this.kill();
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}
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},
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kill() {
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Register.unregister_obj(this);
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},
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delay(fn, secs) {
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var t = Object.create(this);
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t.time = secs;
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t.remain = secs;
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t.fn = fn;
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Register.update.register(t.update, t);
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return function() { t.kill(); };
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},
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};
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load("scripts/animation.js");
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var Render = {
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normal() { cmd(67);},
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wireframe() { cmd(68); },
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pass() {
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},
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};
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Render.doc = {
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doc: "Functions for rendering modes.",
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normal: "Final render with all lighting.",
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wireframe: "Show only wireframes of models."
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};
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load("scripts/physics.js");
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load("scripts/input.js");
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load("scripts/sound.js");
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load("scripts/ai.js");
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function screen2world(screenpos) {
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if (Game.camera)
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return Game.camera.view2world(screenpos);
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return screenpos;
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}
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function world2screen(worldpos) { return Game.camera.world2view(worldpos); }
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var Register = {
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kbm_input(mode, btn, state, ...args) {
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if (state === 'released') {
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btn = btn.split('-').last();
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}
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switch(mode) {
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case "emacs":
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Player.players[0].raw_input(btn, state, ...args);
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break;
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case "mouse":
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Player.players[0].mouse_input(btn, state, ...args);
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break;
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case "char":
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Player.players[0].char_input(btn);
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break;
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};
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},
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gamepad_playermap: [],
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gamepad_input(pad, btn, state, ...args) {
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var player = this.gamepad_playermap[pad];
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if (!player) return;
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var statestr = Input.state2str(state);
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var rawfn = `gamepad_${btn}_${statestr}`;
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player.input(rawfn, ...args);
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Action.actions.forEach(x => {
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if (x.inputs.includes(btn))
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player.input(`action_${x.name}_${statestr}`, ...args);
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});
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},
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unregister_obj(obj) {
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Register.registries.forEach(function(x) {
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x.unregister_obj(obj);
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});
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Player.uncontrol(obj);
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},
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endofloop(fn) {
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if (!this.inloop)
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fn();
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else {
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this.loopcbs.push(fn);
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}
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},
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clear() {
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Register.registries.forEach(function(n) {
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n.entries = [];
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});
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},
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registries: [],
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add_cb(idx, name) {
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var entries = [];
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var n = {};
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n.register = function(fn, obj) {
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if (!obj) {
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Log.error("Refusing to register a function without a destroying object.");
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return;
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}
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entries.push({
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fn: fn,
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obj: obj
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});
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}
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n.unregister = function(fn) {
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entries = entries.filter(function(e) { return e.fn !== fn; });
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}
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n.unregister_obj = function(obj) {
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entries = entries.filter(function(e) { return e.obj !== obj; });
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}
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n.broadcast = function(...args) {
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entries.forEach(x => x.fn.call(x.obj, ...args));
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}
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n.clear = function() {
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entries = [];
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}
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register(idx, n.broadcast, n);
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Register[name] = n;
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Register.registries.push(n);
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return n;
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},
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};
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Register.add_cb(0, "update").doc = "Called once per frame.";
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Register.add_cb(11, "appupdate");
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Register.add_cb(1, "physupdate");
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Register.add_cb(2, "gui");
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Register.add_cb(6, "debug");
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register(7, Register.kbm_input, Register);
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Register.add_cb(8, "gamepad_input");
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Register.add_cb(10, "draw");
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register(9, Log.stack, this);
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Register.gamepad_playermap[0] = Player.players[0];
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var Signal = {
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obj_begin(fn, obj, go) {
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register_collide(0, fn, obj, go.body);
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},
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obj_separate(fn, obj, go) {
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register_collide(3,fn,obj,go.body);
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},
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};
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var Event = {
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events: {},
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observe(name, obj, fn) {
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this.events[name] ??= [];
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this.events[name].push([obj, fn]);
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},
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unobserve(name, obj) {
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this.events[name] = this.events[name].filter(x => x[0] !== obj);
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},
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rm_obj(obj) {
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Object.keys(this.events).forEach(name => Event.unobserve(name,obj));
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},
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notify(name) {
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if (!this.events[name]) return;
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this.events[name].forEach(function(x) {
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x[1].call(x[0]);
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});
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},
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};
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Event.observe('quit', undefined, function() { Primum.kill(); });
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var Window = {
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fullscreen(f) { cmd(145, f); },
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set width(w) { cmd(125, w); },
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set height(h) { cmd(126, h); },
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get width() { return cmd(48); },
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get height() { return cmd(49); },
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get dimensions() { return [this.width, this.height]; },
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set name(str) { cmd(134, str); },
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boundingbox() {
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return {
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t: Window.height,
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b: 0,
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r: Window.width,
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l: 0
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};
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},
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};
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Window.icon = function(path) { cmd(90, path); };
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Window.icon.doc = "Set the icon of the window using the PNG image at path.";
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function reloadfiles() {
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Object.keys(files).forEach(function (x) { load(x); });
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}
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load("scripts/debug.js");
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/*
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function Color(from) {
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var color = Object.create(Array);
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Object.defineProperty(color, 'r', setelem(0));
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Object.defineProperty(color, 'g', setelem(1));
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Object.defineProperty(color, 'b', setelem(2));
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Object.defineProperty(color, 'a', setelem(3));
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color.a = color.g = color.b = color.a = 1;
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Object.assign(color, from);
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return color;
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};
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*/
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var Spline = {};
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Spline.sample_angle = function(type, points, angle) {
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return spline_cmd(0, type, points[0].length, points, angle);
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}
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Spline.bezier_loop = function(cp)
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{
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cp.push(Vector.reflect_point(cp.at(-2),cp.at(-1)));
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cp.push(Vector.reflect_point(cp[1],cp[0]));
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cp.push(cp[0].slice());
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return cp;
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}
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Spline.bezier_node_count = function(cp)
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{
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if (cp.length === 4) return 2;
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return 2 + (cp.length-4)/3;
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}
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Spline.is_bezier = function(t) { return t === Spline.type.bezier; }
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Spline.is_catmull = function(t) { return t === Spline.type.catmull; }
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Spline.bezier2catmull = function(b)
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{
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var c = [];
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for (var i = 0; i < b.length; i += 3)
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c.push(b[i]);
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return c;
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}
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Spline.catmull2bezier = function(c)
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{
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var b = [];
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for (var i = 1; i < c.length-2; i++) {
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b.push(c[i].slice());
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b.push(c[i+1].sub(c[i-1]).scale(0.25).add(c[i]));
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b.push(c[i].sub(c[i+2]).scale(0.25).add(c[i+1]));
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}
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b.push(c[c.length-2]);
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return b;
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}
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Spline.catmull_loop = function(cp)
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{
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cp = cp.slice();
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cp.unshift(cp.last());
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cp.push(cp[1]);
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cp.push(cp[2]);
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return cp;
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}
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Spline.catmull_caps = function(cp)
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{
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cp = cp.slice();
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cp.unshift(cp[0].sub(cp[1]).add(cp[0]));
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cp.push(cp.last().sub(cp.at(-2).add(cp.last())));
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return cp;
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}
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Spline.catmull2bezier.doc = "Given a set of control points C for a camtull-rom type curve, return a set of cubic bezier points to give the same curve."
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Spline.type = {
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catmull: 0,
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bezier: 1,
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bspline: 2,
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cubichermite: 3
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};
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Spline.bezier_tan_partner = function(points, i)
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{
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if (i%3 === 0) return undefined;
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var partner_i = (i%3) === 2 ? i-1 : i+1;
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return points[i];
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}
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Spline.bezier_cp_mirror = function(points, i)
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{
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if (i%3 === 0) return undefined;
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var partner_i = (i%3) === 2 ? i+2 : i-2;
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var node_i = (i%3) === 2 ? i+1 : i-1;
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if (partner_i >= points.length || node_i >= points.length) return;
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points[partner_i] = points[node_i].sub(points[i]).add(points[node_i]);
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}
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Spline.bezier_point_handles = function(points, i)
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{
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if (!Spline.bezier_is_node(points,i)) return [];
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var a = i-1;
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var b = i+1;
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var c = []
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if (a > 0)
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c.push(a);
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if (b < points.length)
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c.push(b);
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return c;
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}
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Spline.bezier_nodes = function(points)
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{
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var c = [];
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for (var i = 0; i < points.length; i+=3)
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c.push(points[i].slice());
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return c;
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}
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Spline.bezier_is_node = function(points, i) { return i%3 === 0; }
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Spline.bezier_is_handle = function(points, i) { return !Spline.bezier_is_node(points,i); }
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load("scripts/components.js");
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var Game = {
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init() {
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if (!Game.edit) {
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load("config.js");
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load("game.js");
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}
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else {
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load("scripts/editor.js");
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load("editorconfig.js");
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editor.enter_editor();
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}
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},
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native: Device.pc,
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edit: true,
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object_count() {
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return cmd(214);
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},
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all_objects(fn) {
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/* Wind down from Primum */
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},
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/* Returns a list of objects by name */
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find(name) {
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},
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/* Return a list of objects derived from a specific prototype */
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find_proto(proto) {
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},
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/* List of all objects spawned that have a specific tag */
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find_tag(tag){
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},
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quit() { sys_cmd(0); },
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pause() { sys_cmd(3); },
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stop() { Game.pause(); },
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step() { sys_cmd(4);},
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editor_mode(m) { sys_cmd(10, m); },
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playing() { return sys_cmd(5); },
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paused() { return sys_cmd(6); },
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stepping() { return cmd(79); },
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play() { sys_cmd(1); },
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wait_fns: [],
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wait_exec(fn) {
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if (!phys_stepping())
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fn();
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else
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this.wait_fns.push(fn);
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},
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exec() {
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this.wait_fns.forEach(function(x) { x(); });
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this.wait_fns = [];
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},
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};
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Game.doc = {};
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Game.doc.object = "Returns the entity belonging to a given id.";
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Game.doc.quit = "Immediately quit the game.";
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Game.doc.pause = "Pause game simulation.";
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Game.doc.stop = "Stop game simulation. This does the same thing as 'pause', and if the game is a debug build, starts its editor.";
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Game.doc.play = "Resume or start game simulation.";
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Game.doc.editor_mode = "Set to true for the game to only update on input; otherwise the game updates every frame.";
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Game.doc.dt = "Current frame dt.";
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Game.doc.view_camera = "Set the camera for the current view.";
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Game.doc.camera = "Current camera.";
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Window.doc = {};
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Window.doc.width = "Width of the game window.";
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Window.doc.height = "Height of the game window.";
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Window.doc.dimensions = "Window width and height packaged in an array [width,height]";
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Window.doc.name = "Name in the title bar of the window.";
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Window.doc.boundingbox = "Boundingbox of the window, with top and right being its height and width.";
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Register.update.register(Game.exec, Game);
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load("scripts/entity.js");
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function world_start() {
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globalThis.Primum = Object.create(gameobject);
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Primum.objects = {};
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Primum.check_dirty = function() {};
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Primum.namestr = function(){};
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Primum._ed = {
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selectable:false,
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dirty:false,
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};
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Primum.toString = function() { return "Primum"; };
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Primum.ur = "Primum";
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Primum.kill = function() { this.clear(); };
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gameobject.level = Primum;
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}
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load("scripts/physics.js");
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Game.view_camera = function(cam)
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{
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Game.camera = cam;
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cmd(61, Game.camera.body);
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// cam.zoom = cam.zoom;
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}
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Window.name = "Primum Machinam (V0.1)";
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Window.width = 1280;
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Window.height = 720;
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var Asset = {};
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Asset.doc = {
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doc: "Functions to manage the loading and unloading of assets, like sounds and images."
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};
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