855 lines
24 KiB
JavaScript
855 lines
24 KiB
JavaScript
function obj_unique_name(name, obj)
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{
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name = name.replaceAll('.', '_');
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if (!(name in obj)) return name;
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var t = 1;
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var n = name + t;
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while (n in obj) {
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t++;
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n = name+t;
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}
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return n;
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}
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function check_registers(obj)
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{
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if (typeof obj.update === 'function')
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obj.timers.push(Register.update.register(obj.update.bind(obj)));
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if (typeof obj.physupdate === 'function')
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obj.timers.push(Register.physupdate.register(obj.physupdate.bind(obj)));
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if (typeof obj.collide === 'function')
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register_collide(0, obj.collide.bind(obj), obj.body);
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if (typeof obj.separate === 'function')
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register_collide(3,obj.separate.bind(obj), obj.body);
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if (typeof obj.draw === 'function')
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obj.timers.push(Register.draw.register(obj.draw.bind(obj), obj));
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if (typeof obj.debug === 'function')
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obj.timers.push(Register.debug.register(obj.debug.bind(obj)));
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if (typeof obj.gui === 'function')
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obj.timers.push(Register.gui.register(obj.gui.bind(obj)));
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for (var k in obj) {
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if (!k.startswith("on_")) continue;
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var signal = k.fromfirst("on_");
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Event.observe(signal, obj, obj[k]);
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};
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obj.components.forEach(function(x) {
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if (typeof x.collide === 'function')
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register_collide(1, x.collide.bind(x), obj.body, x.shape);
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});
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}
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var gameobject_impl = {
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get pos() {
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Debug.assert(this.master, `Entity ${this.toString()} has no master.`);
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return this.master.world2this(this.worldpos());
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},
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set pos(x) {
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Debug.assert(this.master, `Entity ${this.toString()} has no master.`);
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this.set_worldpos(this.master.this2world(x));
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},
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get angle() {
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Debug.assert(this.master, `No master set on ${this.toString()}`);
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return this.worldangle() - this.master.worldangle();
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},
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set angle(x) {
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var diff = x - this.angle;
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this.objects.forEach(function(x) {
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x.rotate(diff);
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x.pos = Vector.rotate(x.pos, diff);
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});
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this.sworldangle(x-this.master.worldangle());
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},
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get scale() {
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Debug.assert(this.master, `No master set on ${this.toString()}`);
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var pscale = [1,1,1];
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/* if (typeof this.master.scale === 'object')
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pscale = this.master.scale;
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else
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pscale = [1,1,1];
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*/
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return this.gscale().map((x,i) => x/(this.master.gscale()[i]*pscale[i]));
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},
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set scale(x) {
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if (typeof x === 'number')
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x = [x,x];
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var pct = this.scale.map((s,i) => x[i]/s);
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this.spread(pct);
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/* TRANSLATE ALL SUB OBJECTS */
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this.objects.forEach(obj => {
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obj.spread(pct);
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obj.pos = obj.pos.map((x,i)=>x*pct[i]);
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});
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},
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get draw_layer() { return cmd(171, this.body); },
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set draw_layer(x) { cmd(172, this.body, x); },
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set layer(x) { cmd(75,this.body,x); },
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get layer() { return cmd(77,this.body); },
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set warp_layer(x) { cmd(251, this.body,x); },
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get warp_layer() { return cmd(252, this.body); },
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set mass(x) { set_body(7,this.body,x); },
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get mass() {
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if (!(this.phys === physics.dynamic))
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return undefined;
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return q_body(5, this.body);
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},
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get elasticity() { return cmd(107,this.body); },
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set elasticity(x) { cmd(106,this.body,x); },
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get friction() { return cmd(109,this.body); },
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set friction(x) { cmd(108,this.body,x); },
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set timescale(x) { cmd(168,this.body,x); },
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get timescale() { return cmd(169,this.body); },
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set phys(x) { set_body(1, this.body, x); },
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get phys() { return q_body(0,this.body); },
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get velocity() { return q_body(3, this.body); },
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set velocity(x) { set_body(9, this.body, x); },
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get damping() { return cmd(157,this.body); },
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set damping(x) { cmd(156, this.body, x); },
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get angularvelocity() { return Math.rad2turn(q_body(4,this.body)); },
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set angularvelocity(x) { set_body(8, this.body, Math.turn2rad(x)); },
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get max_velocity() { return cmd(152, this.body); },
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set max_velocity(x) { cmd(151, this.body, x); },
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get max_angularvelocity() { return cmd(155,this.body); },
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set max_angularvelocity(x) { cmd(154,this.body,x); },
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get_moi() { return q_body(6, this.body); },
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set_moi(x) {
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if(x <= 0) {
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console.error("Cannot set moment of inertia to 0 or less.");
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return;
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}
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set_body(13, this.body, x);
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},
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};
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var gameobject = {
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get_comp_by_name(name) {
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var comps = [];
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for (var c of Object.values(this.components))
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if (c.comp === name) comps.push(c);
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if (comps.length) return comps;
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return undefined;
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},
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check_dirty() {
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// TODO: IMPLEMENT
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return;
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this._ed.urdiff = this.json_obj();
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this._ed.dirty = !Object.empty(this._ed.urdiff);
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var lur = ur[this.master.ur];
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if (!lur) return;
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var lur = lur.objects[this.toString()];
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var d = ediff(this._ed.urdiff,lur);
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if (!d || Object.empty(d))
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this._ed.inst = true;
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else
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this._ed.inst = false;
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},
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_ed: {
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selectable: false,
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dirty: false
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},
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namestr() {
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var s = this.toString();
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if (this._ed.dirty)
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if (this._ed.inst) s += "#";
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else s += "*";
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return s;
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},
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urstr() {
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if (this._ed.dirty) return "*"+this.ur;
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return this.ur;
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},
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full_path() {
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return this.path_from(world);
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},
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/* pin this object to the to object */
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pin(to) {
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var p = cmd(222,this.body, to.body);
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},
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slide(to, a, b, min, max) {
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a ??= [0,0];
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b ??= [0,0];
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min ??= 0;
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max ??= 50;
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var p = cmd(229,this.body,to.body,a,b,min,max);
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p.max_force = 500;
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p.break();
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},
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pivot(to, piv) {
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piv ??= this.worldpos();
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var p = cmd(221,this.body,to.body,piv);
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},
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/* groove is on to, from local points a and b, anchored to this at local anchor */
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groove(to, a, b, anchor) {
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anchor ??= [0,0];
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var p = cmd(228, to.body, this.body, a, b, anchor);
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},
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damped_spring(to, length, stiffness, damping) {
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length ??= Vector.length(this.worldpos(), to.worldpos());
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stiffness ??= 1;
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damping ??= 1;
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var dc = 2*Math.sqrt(stiffness*this.mass);
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var p = cmd(227, this.body, to.body, [0,0], [0,0], stiffness, damping*dc);
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},
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damped_rotary_spring(to, angle, stiffness, damping) {
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angle ??= 0;
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stiffness ??= 1;
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damping ??= 1;
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/* calculate actual damping value from the damping ratio */
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/* damping = 1 is critical */
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var dc = 2*Math.sqrt(stiffness*this.get_moi()); /* critical damping number */
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/* zeta = actual/critical */
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var p = cmd(226,this.body,to.body,angle,stiffness,damping*dc);
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},
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rotary_limit(to, min, max) {
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var p = cmd(225,this.body,to.body, Math.turn2rad(min),Math.turn2rad(max));
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},
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ratchet(to,ratch) {
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var phase = this.angle - to.angle;
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var p = cmd(230, this.body, to.body, phase, Math.turn2rad(ratch));
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},
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gear(to, ratio) {
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phase ??= 1;
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ratio ??= 1;
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var phase = this.angle - to.angle;
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var p = cmd(223,this.body,to.body,phase,ratio);
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},
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motor(to, rate) {
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var p = cmd(231, this.body, to.body, rate);
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},
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path_from(o) {
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var p = this.toString();
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var c = this.master;
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while (c && c !== o && c !== world) {
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p = c.toString() + "." + p;
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c = c.master;
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}
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if (c === world) p = "world." + p;
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return p;
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},
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clear() {
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for (var k in this.objects) {
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this.objects[k].kill();
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};
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this.objects = {};
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},
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delay(fn, seconds) {
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var t = timer.delay(fn.bind(this), seconds);
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this.timers.push(t);
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return t;
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},
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tween(prop, values, def){
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var t = Tween.make(this, prop, values, def);
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t.play();
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var k = function() { t.pause(); }
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this.timers.push(k);
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return k;
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},
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cry(file) {
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this.crying = audio.sound.play(file, audio.sound.bus.sfx);
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var killfn = () => {this.crying = undefined; console.warn("killed"); }
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this.crying.hook = killfn;
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return killfn;
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},
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set torque(x) { if (!(x >= 0 && x <= Infinity)) return; cmd(153, this.body, x); },
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gscale() { return cmd(103,this.body); },
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sgscale(x) {
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if (typeof x === 'number')
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x = [x,x];
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cmd(36,this.body,x)
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},
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phys_material() {
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var mat = {};
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mat.elasticity = this.elasticity;
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mat.friction = this.friction;
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return mat;
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},
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worldpos() { return q_body(1,this.body); },
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set_worldpos(x) {
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var poses = this.objects.map(x => x.pos);
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set_body(2,this.body,x);
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this.objects.forEach((o,i) => o.set_worldpos(this.this2world(poses[i])));
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},
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screenpos() { return Window.world2screen(this.worldpos()); },
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worldangle() { return Math.rad2turn(q_body(2,this.body)); },
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sworldangle(x) { set_body(0,this.body,Math.turn2rad(x)); },
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/* spawn an entity
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text can be:
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the file path of a script
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an ur object
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nothing
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*/
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spawn(text) {
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var ent = Object.create(gameobject);
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if (typeof text === 'object')
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text = text.name;
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if (typeof text === 'undefined')
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ent.ur = "new";
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else if (typeof text !== 'string') {
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console.error(`Must pass in an ur type or a string to make an entity.`);
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return;
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} else {
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if (Object.access(ur,text))
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ent.ur = text;
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else if (io.exists(text))
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ent.ur = "script";
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else {
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console.warn(`Cannot make an entity from '${text}'. Not a valid ur.`);
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return;
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}
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}
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Object.mixin(ent,gameobject_impl);
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ent.body = make_gameobject();
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ent.components = {};
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ent.objects = {};
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ent.timers = [];
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ent.reparent(this);
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ent._ed = {
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selectable: true,
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dirty: false,
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inst: false,
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urdiff: {},
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};
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cmd(113, ent.body, ent); // set the internal obj reference to this obj
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Object.hide(ent, 'ur','body', 'components', 'objects', '_ed', 'timers', 'master');
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if (ent.ur === 'script')
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eval_env(io.slurp(text), ent, ent.ur);
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else if (ent.ur !== 'new')
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apply_ur(ent.ur, ent);
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for (var [prop,p] of Object.entries(ent)) {
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if (!p) continue;
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if (typeof p !== 'object') continue;
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if (component.isComponent(p)) continue;
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if (!p.comp) continue;
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ent[prop] = component[p.comp].make(ent);
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Object.merge(ent[prop], p);
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ent.components[prop] = ent[prop];
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};
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check_registers(ent);
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if (typeof ent.load === 'function') ent.load();
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if (typeof ent.start === 'function') ent.start();
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var mur = Object.access(ur,ent.ur);
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if (mur && !mur.proto)
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mur.proto = json.decode(json.encode(ent));
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if (!Object.empty(ent.objects)) {
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var o = ent.objects;
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delete ent.objects;
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for (var i in o) {
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say(`MAKING ${i}`);
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var n = ent.spawn(ur[o[i].ur]);
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ent.rename_obj(n.toString(), i);
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delete o[i].ur;
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Object.assign(n, o[i]);
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}
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}
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return ent;
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},
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/* Reparent 'this' to be 'parent's child */
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reparent(parent) {
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Debug.assert(parent, `Tried to reparent ${this.toString()} to nothing.`);
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if (this.master === parent) {
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console.warn("not reparenting ...");
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console.warn(`${this.master} is the same as ${parent}`);
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return;
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}
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this.master?.remove_obj(this);
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this.master = parent;
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function unique_name(list, name) {
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name ??= "new_object";
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var str = name.replaceAll('.', '_');
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var n = 1;
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var t = str;
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while (t in list) {
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t = str + n;
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n++;
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}
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return t;
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};
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var name = unique_name(Object.keys(parent.objects), this.ur);
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parent.objects[name] = this;
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parent[name] = this;
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this.toString = function() { return name; };
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},
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remove_obj(obj) {
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if (this[obj.toString()] === this.objects[obj.toString()])
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delete this[obj.toString()];
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delete this.objects[obj.toString()];
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delete this[obj.toString()];
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},
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components: {},
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objects: {},
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master: undefined,
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pulse(vec) { set_body(4, this.body, vec);},
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shove(vec) { set_body(12,this.body,vec);},
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shove_at(vec, at) { set_body(14,this.body,vec,at); },
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world2this(pos) { return cmd(70, this.body, pos); },
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this2world(pos) { return cmd(71, this.body, pos); },
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this2screen(pos) { return Window.world2screen(this.this2world(pos)); },
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screen2this(pos) { return this.world2this(Window.screen2world(pos)); },
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dir_world2this(dir) { return cmd(160, this.body, dir); },
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dir_this2world(dir) { return cmd(161, this.body, dir); },
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alive() { return this.body >= 0; },
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in_air() { return q_body(7, this.body);},
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hide() { this.components.forEach(x=>x.hide()); this.objects.forEach(x=>x.hide());},
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show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); },
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width() {
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var bb = this.boundingbox();
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return bb.r - bb.l;
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},
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height() {
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var bb = this.boundingbox();
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return bb.t-bb.b;
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},
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/* Moving, rotating, scaling functions, world relative */
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move(vec) { this.set_worldpos(this.worldpos().add(vec)); },
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rotate(x) { this.sworldangle(this.worldangle()+x); },
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spread(vec) { this.sgscale(this.gscale().map((x,i)=>x*vec[i])); },
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/* Make a unique object the same as its prototype */
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revert() {
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var jobj = this.json_obj();
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var lobj = this.master.__proto__.objects[this.toString()];
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delete jobj.objects;
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Object.keys(jobj).forEach(function(x) {
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if (lobj && x in lobj)
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this[x] = lobj[x];
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else
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this[x] = this.__proto__[x];
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}, this);
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this.sync();
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},
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toString() { return "new_object"; },
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flipx() { return this.scale.x < 0; },
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flipy() { return this.scale.y < 0; },
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mirror(plane) {
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this.scale = Vector.reflect(this.scale, plane);
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},
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save:true,
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selectable:true,
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ed_locked:false,
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disable() { this.components.forEach(function(x) { x.disable(); });},
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enable() { this.components.forEach(function(x) { x.enable(); });},
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sync() {
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this.components.forEach(function(x) { x.sync(); });
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this.objects.forEach(function(x) { x.sync(); });
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},
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/* Bounding box of the object in world dimensions */
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boundingbox() {
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var boxes = [];
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boxes.push({
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t:0,
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r:0,
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b:0,
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l:0
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});
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|
|
for (var key in this.components) {
|
|
if ('boundingbox' in this.components[key])
|
|
boxes.push(this.components[key].boundingbox());
|
|
}
|
|
for (var key in this.objects)
|
|
boxes.push(this.objects[key].boundingbox());
|
|
|
|
var bb = boxes.shift();
|
|
|
|
boxes.forEach(function(x) { bb = bbox.expand(bb, x); });
|
|
|
|
bb = bbox.move(bb, this.pos);
|
|
|
|
return bb ? bb : bbox.fromcwh([0,0], [0,0]);
|
|
},
|
|
|
|
/* The unique components of this object. Its diff. */
|
|
json_obj() {
|
|
var u = Object.access(ur,this.ur);
|
|
if (!u) return {};
|
|
var proto = u.proto;
|
|
var thiso = json.decode(json.encode(this)); // TODO: SLOW. Used to ignore properties in toJSON of components.
|
|
|
|
var d = ediff(thiso,proto);
|
|
|
|
d ??= {};
|
|
|
|
var objects = {};
|
|
proto.objects ??= {};
|
|
var curobjs = {};
|
|
for (var o in this.objects)
|
|
curobjs[o] = this.objects[o].instance_obj();
|
|
|
|
var odiff = ediff(curobjs, proto.objects);
|
|
if (odiff)
|
|
d.objects = curobjs;
|
|
|
|
delete d.pos;
|
|
delete d.angle;
|
|
delete d.scale;
|
|
delete d.velocity;
|
|
delete d.angularvelocity;
|
|
return d;
|
|
},
|
|
|
|
/* The object needed to store an object as an instance of a master */
|
|
instance_obj() {
|
|
var t = this.transform();
|
|
t.ur = this.ur;
|
|
return t;
|
|
},
|
|
|
|
proto() {
|
|
var u = Object.access(ur,this.ur);
|
|
if (!u) return {};
|
|
return u.proto;
|
|
},
|
|
|
|
transform() {
|
|
var t = {};
|
|
t.pos = this.pos;
|
|
if (t.pos.every(x=>x===0)) delete t.pos;
|
|
t.angle = Math.places(this.angle,4);
|
|
if (t.angle === 0) delete t.angle;
|
|
t.scale = this.scale;
|
|
t.scale = t.scale.map((x,i) => x/this.proto().scale[i]);
|
|
t.scale = t.scale.map(x => Math.places(x,3));
|
|
if (t.scale.every(x=>x===1)) delete t.scale;
|
|
return t;
|
|
},
|
|
|
|
/* Velocity and angular velocity of the object */
|
|
phys_obj() {
|
|
var phys = {};
|
|
phys.velocity = this.velocity;
|
|
phys.angularvelocity = this.angularvelocity;
|
|
return phys;
|
|
},
|
|
|
|
dup(diff) {
|
|
var n = this.master.spawn(this.__proto__);
|
|
Object.totalmerge(n, this.instance_obj());
|
|
return n;
|
|
},
|
|
|
|
kill() {
|
|
if (this.__kill) return;
|
|
this.__kill = true;
|
|
|
|
this.timers.forEach(t => t());
|
|
this.timers = [];
|
|
Event.rm_obj(this);
|
|
Player.do_uncontrol(this);
|
|
register_collide(2, undefined, this.body);
|
|
|
|
if (this.master) {
|
|
this.master.remove_obj(this);
|
|
this.master = undefined;
|
|
}
|
|
|
|
if (this.__proto__.instances)
|
|
delete this.__proto__.instances[this.toString()];
|
|
|
|
for (var key in this.components) {
|
|
this.components[key].kill();
|
|
this.components[key].gameobject = undefined;
|
|
delete this.components[key];
|
|
}
|
|
|
|
this.clear();
|
|
this.objects = undefined;
|
|
|
|
if (typeof this.stop === 'function') this.stop();
|
|
if (typeof this.die === 'function') this.die();
|
|
},
|
|
|
|
up() { return [0,1].rotate(this.angle);},
|
|
down() { return [0,-1].rotate(this.angle);},
|
|
right() { return [1,0].rotate(this.angle);},
|
|
left() { return [-1,0].rotate(this.angle); },
|
|
|
|
make_objs(objs) {
|
|
for (var prop in objs) {
|
|
say(`spawning ${json.encode(objs[prop])}`);
|
|
var newobj = this.spawn(objs[prop]);
|
|
}
|
|
},
|
|
|
|
rename_obj(name, newname) {
|
|
if (!this.objects[name]) {
|
|
console.warn(`No object with name ${name}. Could not rename to ${newname}.`);
|
|
return;
|
|
}
|
|
if (name === newname) {
|
|
Object.hide(this, name);
|
|
return;
|
|
}
|
|
if (this.objects[newname])
|
|
return;
|
|
|
|
this.objects[newname] = this.objects[name];
|
|
this[newname] = this[name];
|
|
this[newname].toString = function() { return newname; };
|
|
Object.hide(this, newname);
|
|
delete this.objects[name];
|
|
delete this[name];
|
|
return this.objects[newname];
|
|
},
|
|
|
|
add_component(comp, data, name) {
|
|
data ??= undefined;
|
|
if (typeof comp.make !== 'function') return;
|
|
name ??= comp.toString();
|
|
name = obj_unique_name(name, this);
|
|
this[name] = comp.make(this);
|
|
this[name].comp = comp.toString();
|
|
this.components[name] = this[name];
|
|
if (data)
|
|
Object.assign(this[name], data);
|
|
return this[name];
|
|
},
|
|
|
|
obj_descend(fn) {
|
|
fn(this);
|
|
for (var o in this.objects)
|
|
this.objects[o].obj_descend(fn);
|
|
},
|
|
}
|
|
Object.mixin(gameobject,gameobject_impl);
|
|
|
|
gameobject.spawn.doc = `Spawn an entity of type 'ur' on this entity. Returns the spawned entity.`;
|
|
|
|
gameobject.doc = {
|
|
doc: "All objects in the game created through spawning have these attributes.",
|
|
pos: "Position of the object, relative to its master.",
|
|
angle: "Rotation of this object, relative to its master.",
|
|
velocity: "Velocity of the object, relative to world.",
|
|
angularvelocity: "Angular velocity of the object, relative to the world.",
|
|
scale: "Scale of the object, relative to its master.",
|
|
flipx: "Check if the object is flipped on its x axis.",
|
|
flipy: "Check if the object is flipped on its y axis.",
|
|
elasticity: `When two objects collide, their elasticities are multiplied together. Their velocities are then multiplied by this value to find their resultant velocities.`,
|
|
friction: `When one object touches another, friction slows them down.`,
|
|
mass: `The higher the mass of the object, the less forces will affect it.`,
|
|
phys: `Set to 0, 1, or 2, representing static, kinematic, and dynamic.`,
|
|
worldpos: `Function returns the world position of the object.`,
|
|
set_worldpos: `Function to set the position of the object in world coordinates.`,
|
|
worldangle: `Function to get the angle of the entity in the world.`,
|
|
rotate: `Function to rotate this object by x degrees.`,
|
|
move: 'Move an object by x,y,z. If the first parameter is an array, uses up to the first three array values.',
|
|
pulse: `Apply an impulse to this body in world coordinates. Impulse is a short force.`,
|
|
shove: `Apply a force to this body in world coordinates. Should be used over many frames.`,
|
|
shove_at: 'Apply a force to this body, at a position relative to itself.',
|
|
max_velocity: 'The max linear velocity this object can travel.',
|
|
max_angularvelocity: 'The max angular velocity this object can rotate.',
|
|
in_air: `Return true if the object is in the air.`,
|
|
on_ground: `Return true if the object is on the ground.`,
|
|
spawn: `Create an instance of a supplied ur-type on this object. Optionally provide a data object to modify the created entity.`,
|
|
hide: `Make this object invisible.`,
|
|
show: `Make this object visible.`,
|
|
width: `The total width of the object and all its components.`,
|
|
height: `The total height of the object.`,
|
|
move: `Move this object the given amount.`,
|
|
boundingbox: `The boundingbox of the object.`,
|
|
dup: `Make an exact copy of this object.`,
|
|
transform: `Return an object representing the transform state of this object.`,
|
|
kill: `Remove this object from the world.`,
|
|
master: "The entity this entity belongs to.",
|
|
delay: 'Run the given function after the given number of seconds has elapsed.',
|
|
cry: 'Make a sound. Can only make one at a time.',
|
|
add_component: 'Add a component to the object by name.',
|
|
pin: 'Pin joint to another object. Acts as if a rigid rod is between the two objects.',
|
|
slide: 'Slide joint, similar to a pin but with min and max allowed distances.',
|
|
pivot: 'Pivot joint to an object, with the pivot given in world coordinates.',
|
|
groove: 'Groove joint. The groove is on to, from to local coordinates a and b, with this object anchored at anchor.',
|
|
damped_spring: 'Damped spring to another object. Length is the distance it wants to be, stiffness is the spring constant, and damping is the damping ratio. 1 is critical, < 1 is underdamped, > 1 is overdamped.',
|
|
damped_rotary_spring: 'Similar to damped spring but for rotation. Rest angle is the attempted angle.',
|
|
rotary_limit: 'Limit the angle relative to the to body between min and max.',
|
|
ratchet: 'Like a socket wrench, relative to to. ratch is the distance between clicks.',
|
|
gear: 'Keeps the angular velocity ratio of this body and to constant. Ratio is the gear ratio.',
|
|
motor: 'Keeps the relative angular velocity of this body to to at a constant rate. The most simple idea is for one of the bodies to be static, to the other is kept at rate.'
|
|
};
|
|
|
|
var resavi = function(ur, path)
|
|
{
|
|
if (!ur) return path;
|
|
if (path[0] === '/') return path;
|
|
|
|
var res = ur.replaceAll('.', '/');
|
|
var dir = path.dir();
|
|
if (res.startsWith(dir))
|
|
return path.base();
|
|
|
|
return path;
|
|
}
|
|
|
|
var resani = function(ur, path)
|
|
{
|
|
if (!path) return "";
|
|
if (!ur) return path;
|
|
if (path[0] === '/') return path.slice(1);
|
|
|
|
var res = ur.replaceAll('.', '/');
|
|
var restry = res + "/" + path;
|
|
while (!io.exists(restry)) {
|
|
res = res.updir() + "/";
|
|
if (res === "/")
|
|
return path;
|
|
|
|
restry = res + path;
|
|
}
|
|
return restry;
|
|
}
|
|
|
|
var ur = {};
|
|
ur._list = [];
|
|
|
|
/* UR OBJECT
|
|
ur {
|
|
name: fully qualified name of ur
|
|
text: file path to the script
|
|
data: file path to data
|
|
proto: resultant object of a freshly made entity
|
|
}
|
|
*/
|
|
|
|
/* Apply an ur u to an entity e */
|
|
/* u is given as */
|
|
function apply_ur(u, e)
|
|
{
|
|
if (typeof u !== 'string') {
|
|
console.warn("Must give u as a string.");
|
|
return;
|
|
}
|
|
|
|
var urs = u.split('.');
|
|
var config = {};
|
|
var topur = ur;
|
|
for (var i = 0; i < urs.length; i++) {
|
|
topur = topur[urs[i]];
|
|
if (!topur) {
|
|
console.warn(`Ur given by ${u} does not exist. Stopped at ${urs[i]}.`);
|
|
return;
|
|
}
|
|
|
|
if (topur.text)
|
|
feval_env(topur.text, e);
|
|
|
|
if (topur.data)
|
|
Object.merge(config, json.decode(io.slurp(topur.data)));
|
|
}
|
|
|
|
Object.merge(e, config);
|
|
}
|
|
|
|
function file2fqn(file)
|
|
{
|
|
var fqn = file.strip_ext();
|
|
if (fqn.folder_same_name())
|
|
fqn = fqn.up_path();
|
|
|
|
fqn = fqn.replace('/','.');
|
|
var topur;
|
|
if (topur = Object.access(ur,fqn)) return topur;
|
|
|
|
var fqnlast = fqn.split('.').last();
|
|
|
|
if (topur = Object.access(ur,fqn.tolast('.'))) {
|
|
topur[fqnlast] = {
|
|
name: fqn
|
|
};
|
|
ur._list.push(fqn);
|
|
return Object.access(ur,fqn);
|
|
}
|
|
|
|
fqn = fqnlast;
|
|
|
|
ur[fqn] = {
|
|
name: fqn
|
|
};
|
|
ur._list.push(fqn);
|
|
return ur[fqn];
|
|
}
|
|
|
|
/* FIND ALL URS IN A PROJECT */
|
|
for (var file of io.glob("**.jso")) {
|
|
var topur = file2fqn(file);
|
|
topur.text = file;
|
|
}
|
|
|
|
for (var file of io.glob("**.json")) {
|
|
var topur = file2fqn(file);
|
|
topur.data = file;
|
|
}
|
|
|
|
return {
|
|
gameobject,
|
|
ur
|
|
}
|