prosperon/source/scripts/engine.js

2389 lines
50 KiB
JavaScript

var files = {};
function load(file) {
var modtime = cmd(0, file);
if (modtime === 0) {
Log.stack();
return false;
}
files[file] = modtime;
}
function compile(file) {
return cmd(122, file);
}
var Cmdline = {};
Cmdline.cmds = [];
Cmdline.register_cmd = function(flag, fn, desc) {
Cmdline.cmds.push({
flag: flag,
fn: fn,
desc: desc
});
};
function cmd_args(cmdargs)
{
var play = false;
var cmds = cmdargs.split(" ");
Cmdline.play = false;
for (var i = 0; i < cmds.length; i++) {
if (cmds[i][0] !== '-')
continue;
var c = Cmdline.cmds.find(function(cmd) { return cmd.flag === cmds[i].slice(1); });
if (c && c.fn) {
if (cmds[i+1] && cmds[i+1][0] !== '-')
c.fn(cmds[i+1]);
else
c.fn();
}
}
if (Cmdline.play)
run("scripts/play.js");
else
run("scripts/editor.js");
}
Cmdline.register_cmd("p", function() { Cmdline.play = true; }, "Launch engine in play mode.");
Cmdline.register_cmd("v", function() { Log.say(cmd(120)); }, "Display engine info.");
Cmdline.register_cmd("c", null, "Redirect logging to console.");
Cmdline.register_cmd("l", null, "Set logging file name.");
Cmdline.register_cmd("h", function() {
Game.quit();
},
"Help.");
Cmdline.register_cmd("e", function(pawn) {
run("scripts/editor.js");
eval(`Log.write(Input.print_md_kbm(${pawn}));`);
Game.quit();
}, "Print input documentation for a given object." );
function run(file)
{
var modtime = cmd(119, file);
if (modtime === 0) {
Log.stack();
return false;
}
files[file] = modtime;
return cmd(117, file);
}
load("scripts/base.js");
var Log = {
set level(x) { cmd(92,x); },
get level() { return cmd(93); },
print(msg, lvl) {
var lg;
if (typeof msg === 'object') {
lg = JSON.stringify(msg, null, 2);
} else {
lg = msg;
}
var stack = (new Error()).stack;
var n = stack.next('\n',0)+1;
n = stack.next('\n', n)+1;
var nnn = stack.slice(n);
var fmatch = nnn.match(/\(.*\:/);
var file = fmatch ? fmatch[0].shift(1).shift(-1) : "nofile";
var lmatch = nnn.match(/\:\d*\)/);
var line = lmatch ? lmatch[0].shift(1).shift(-1) : "0";
yughlog(lvl, msg, file, line);
},
info(msg) {
this.print(msg, 0);
},
warn(msg) {
this.print(msg, 1);
},
error(msg) {
this.print(msg, 2);
this.stack(1);
},
critical(msg) {
this.print(msg,3);
this.stack(1);
},
write(msg) {
cmd(91,msg);
},
say(msg) {
cmd(91, `${msg}\n`);
},
stack(skip = 0) {
var stack = (new Error()).stack;
var n = stack.next('\n',0)+1;
for (var i = 0; i < skip; i++)
n = stack.next('\n', n)+1;
this.write(stack.slice(n));
},
};
load("scripts/diff.js");
var Physics = {
dynamic: 0,
kinematic: 1,
static: 2,
};
var Color = {
white: [255,255,255,255],
blue: [84,110,255,255],
green: [120,255,10,255],
yellow: [251,255,43,255],
red: [255,36,20,255],
teal: [96, 252, 237,255],
gray: [181, 181,181,255],
cyan: [0,255,255],
};
function bb2wh(bb) {
return [bb.r-bb.l, bb.t-bb.b];
};
var GUI = {
text(str, pos, size, color, wrap) {
size = size ? size : 1;
color = color ? color : [255,255,255,255];
wrap = wrap ? wrap : -1;
var bb = cmd(118, str, size, wrap);
var opos = [bb.r, bb.t];
var h = ui_text(str, pos, size, color, wrap);
return bb;
},
text_cursor(str, pos, size, cursor) {
cursor_text(str,pos,size,[255,255,255],cursor);
},
image(path,pos) {
let wh = cmd(64,path);
gui_img(path,pos.slice().sub(wh), 1.0, 0.0);
return cwh2bb([0,0], wh);
},
image_fn(defn) {
var def = Object.create(this.defaults);
Object.assign(def,defn);
if (!def.path) {
Log.warn("GUI image needs a path.");
def.draw = function(){};
return def;
}
var tex_wh = cmd(64,def.path);
var wh = tex_wh.slice();
if (def.width !== 0)
wh.x = def.width;
if (def.height !== 0)
wh.y = def.height;
wh = wh.scale(def.scale);
var sendscale = [];
sendscale.x = wh.x / tex_wh.x;
sendscale.y = wh.y / tex_wh.y;
def.draw = function(pos) {
def.calc_bb(pos);
gui_img(def.path, pos.sub(def.anchor.scale(wh)), sendscale, def.angle, def.image_repeat, def.image_repeat_offset, def.color);
};
def.calc_bb = function(cursor) {
def.bb = cwh2bb(wh.scale([0.5,0.5]), wh);
def.bb = movebb(def.bb, cursor.sub(wh.scale(def.anchor)));
};
return def;
},
defaults: {
padding:[2,2], /* Each element inset with this padding on all sides */
font: "fonts/LessPerfectDOSVGA.ttf",
font_size: 1,
text_align: "left",
scale: 1,
angle: 0,
anchor: [0,0],
text_shadow: {
pos: [0,0],
color: [255,255,255,255]
},
text_outline: 1, /* outline in pixels */
color: [255,255,255,255],
margin: [5,5], /* Distance between elements for things like columns */
width: 0,
height: 0,
image_repeat: false,
image_repeat_offset: [0,0],
debug: false, /* set to true to draw debug boxes */
},
text_fn(str, defn)
{
var def = Object.create(this.defaults);
Object.assign(def,defn);
def.draw = function(cursor) {
def.calc_bb(cursor);
if (def.debug)
Debug.boundingbox(def.bb, def.debug_colors.bounds);
var old = def;
def = Object.create(def);
/* if (pointinbb(def.bb, Mouse.screenpos)) {
Object.assign(def, def.hovered);
def.calc_bb(cursor);
GUI.selected = def;
def.selected = true;
}
*/
if (def.selected) {
Object.assign(def, def.hovered);
def.calc_bb(cursor);
}
var pos = cursor.sub(bb2wh(def.bb).scale(def.anchor));
ui_text(str, pos, def.font_size, def.color, def.width);
def = old;
};
def.calc_bb = function(cursor) {
var bb = cmd(118, str, def.font_size, def.width);
var wh = bb2wh(bb);
var pos = cursor.sub(wh.scale(def.anchor));
def.bb = movebb(bb,pos);
};
return def;
},
column(defn) {
var def = Object.create(this.defaults);
Object.assign(def,defn);
if (!def.items) {
Log.warn("Columns needs items.");
def.draw = function(){};
return def;
};
def.items.forEach(function(item,idx) {
Object.setPrototypeOf(def.items[idx], def);
if (def.items[idx-1])
def.up = def.items[idx-1];
if (def.items[idx+1])
def.down = def.items[idx+1];
});
def.draw = function(pos) {
def.items.forEach(function(item) {
item.draw.call(this,pos);
var wh = bb2wh(item.bb);
pos.y -= wh.y;
pos.y -= def.padding.x*2;
});
};
return def;
},
input_lmouse_pressed() {
if (GUI.selected)
GUI.selected.action();
},
input_s_pressed() {
if (GUI.selected?.down) {
GUI.selected.selected = false;
GUI.selected = GUI.selected.down;
GUI.selected.selected = true;
}
},
input_w_pressed() {
if (GUI.selected?.up) {
GUI.selected.selected = false;
GUI.selected = GUI.selected.up;
GUI.selected.selected = true;
}
},
input_enter_pressed() {
if (GUI.selected) {
GUI.selected.action();
}
}
};
GUI.defaults.debug_colors = {
bounds: Color.red.slice(),
margin: Color.blue.slice(),
padding: Color.green.slice()
};
Object.values(GUI.defaults.debug_colors).forEach(function(v) { v.a = 100; });
var Yugine = {
get dt() {
return cmd(63);
},
wait_fns: [],
wait_exec(fn) {
if (!phys_stepping())
fn();
else
this.wait_fns.push(fn);
},
exec() {
this.wait_fns.forEach(function(x) { x(); });
this.wait_fns = [];
},
};
var timer = {
guardfn(fn) {
if (typeof fn === 'function')
fn();
else {
Log.warn("TIMER TRYING TO EXECUTE WIHTOUT!!!");
Log.warn(this);
this.kill();
}
},
make(fn, secs,obj,loop) {
if (secs === 0) {
fn.call(obj);
return;
}
var t = clone(this);
t.callback = fn;
var guardfn = function() {
if (typeof t.callback === 'function')
t.callback();
else
Log.warn("Timer trying to execute without a function.");
};
t.id = make_timer(guardfn, secs, obj);
return t;
},
oneshot(fn, secs,obj) {
var t = this.make(() => {
fn.call();
t.kill();
},secs);
t.loop = 0;
t.start();
},
get remain() { return cmd(32, this.id); },
get on() { return cmd(33, this.id); },
get loop() { return cmd(34, this.id); },
set loop(x) { cmd(35, this.id, x); },
start() { cmd(26, this.id); },
stop() { cmd(25, this.id); },
pause() { cmd(24, this.id); },
kill() { cmd(27, this.id); },
set time(x) { cmd(28, this.id, x); },
get time() { return cmd(29, this.id); },
get pct() { return this.remain / this.time; },
};
/* Take numbers from 0 to 1 and remap them to easing functions */
var Ease = {
linear(t) { return t; },
in(t) { return t*t; },
out(t) {
var d = 1-t;
return 1 - d*d
},
inout(t) {
var d = -2*t + 2;
return t < 0.5 ? 2 * t * t : 1 - (d * d) / 2;
},
};
function make_easing_fns(num) {
var obj = {};
obj.in = function(t) {
return Math.pow(t,num);
};
obj.out = function(t) {
return 1 - Math.pow(1 - t, num);
};
var mult = Math.pow(2, num-1);
obj.inout = function(t) {
return t < 0.5 ? mult * Math.pow(t, num) : 1 - Math.pow(-2 * t + 2, num) / 2;
};
return obj;
};
Ease.quad = make_easing_fns(2);
Ease.cubic = make_easing_fns(3);
Ease.quart = make_easing_fns(4);
Ease.quint = make_easing_fns(5);
Ease.expo = {
in(t) {
return t === 0 ? 0 : Math.pow(2, 10 * t - 10);
},
out(t) {
return t === 1 ? 1 : 1 - Math.pow(2, -10 * t);
},
inout(t) {
return t === 0 ? 0 : t === 1 ? 1 : t < 0.5 ? Math.pow(2, 20 * t - 10) / 2 : (2 - Math.pow(2, -20 * t + 10)) / 2;
}
};
Ease.bounce = {
in(t) {
return 1 - this.out(t - 1);
},
out(t) {
var n1 = 7.5625;
var d1 = 2.75;
if (t < 1 / d1) { return n1 * t * t; }
else if (t < 2 / d1) { return n1 * (t -= 1.5 / d1) * t + 0.75; }
else if (t < 2.5 / d1) { return n1 * (t -= 2.25 / d1) * t + 0.9375; }
else
return n1 * (t -= 2.625 / d1) * t + 0.984375;
},
inout(t) {
return t < 0.5 ? (1 - this.out(1 - 2 * t)) / 2 : (1 + this.out(2 * t - 1)) / 2;
}
};
Ease.sine = {
in(t) { return 1 - Math.cos((t * Math.PI)/2); },
out(t) { return Math.sin((t*Math.PI)/2); },
inout(t) { return -(Math.cos(Math.PI*t) - 1) / 2; }
};
Ease.elastic = {
in(t) {
return t === 0 ? 0 : t === 1 ? 1 : -Math.pow(2, 10*t-10) * Math.sin((t * 10 - 10.75) * this.c4);
},
out(t) {
return t === 0 ? 0 : t === 1 ? 1 : Math.pow(2, -10*t) * Math.sin((t * 10 - 0.75) * this.c4) + 1;
},
inout(t) {
t === 0 ? 0 : t === 1 ? 1 : t < 0.5 ?
-(Math.pow(2, 20 * t - 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2
: (Math.pow(2, -20 * t + 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2 + 1;
},
};
Ease.elastic.c4 = 2*Math.PI/3;
Ease.elastic.c5 = 2*Math.PI / 4.5;
var Tween = {
default: {
loop: "restart", /* none, restart, yoyo, circle */
time: 1, /* seconds to do */
ease: Ease.linear,
whole: true,
},
start(obj, target, tvals, options)
{
var defn = Object.create(this.default);
Object.assign(defn, options);
if (defn.loop === 'circle')
tvals.push(tvals[0]);
else if (defn.loop === 'yoyo') {
for (var i = tvals.length-2; i >= 0; i--)
tvals.push(tvals[i]);
}
defn.accum = 0;
var slices = tvals.length - 1;
var slicelen = 1 / slices;
defn.fn = function(dt) {
defn.accum += dt;
defn.pct = (defn.accum % defn.time) / defn.time;
var t = defn.whole ? defn.ease(defn.pct) : defn.pct;
var nval = t / slicelen;
var i = Math.trunc(nval);
nval -= i;
if (!defn.whole)
nval = defn.ease(nval);
obj[target] = tvals[i].lerp(tvals[i+1], nval);
};
defn.restart = function() { defn.accum = 0; };
defn.stop = function() { defn.pause(); defn.restart(); };
defn.pause = function() { Register.update.unregister(defn.fn); };
Register.update.register(defn.fn, defn);
return defn;
},
embed(obj, target, tvals, options) {
var defn = Object.create(this.default);
Object.assign(defn, options);
defn.update_vals = function(vals) {
defn.vals = vals;
if (defn.loop === 'circle')
defn.vals.push(defn.vals[0]);
else if (defn.loop === 'yoyo') {
for (var i = defn.vals.length-2; i >= 0; i--)
defn.vals.push(defn.vals[i]);
}
defn.slices = defn.vals.length - 1;
defn.slicelen = 1 / defn.slices;
};
defn.update_vals(tvals);
defn.time_s = Date.now();
Object.defineProperty(obj, target, {
get() {
defn.accum = (Date.now() - defn.time_s)/1000;
defn.pct = (defn.accum % defn.time) / defn.time;
var t = defn.whole ? defn.ease(defn.pct) : defn.pct;
var nval = t / defn.slicelen;
var i = Math.trunc(nval);
nval -= i;
if (!defn.whole)
nval = defn.ease(nval);
return defn.vals[i].lerp(defn.vals[i+1],nval);
},
});
return defn;
},
};
var animation = {
time: 0,
loop: false,
playtime: 0,
playing: false,
keyframes: [],
create() {
var anim = Object.create(animation);
Register.update.register(anim.update, anim);
return anim;
},
start() {
this.playing = true;
this.time = this.keyframes.last[1];
this.playtime = 0;
},
interval(a, b, t) {
return (t - a) / (b - a);
},
near_val(t) {
for (var i = 0; i < this.keyframes.length-1; i++) {
if (t > this.keyframes[i+1][1]) continue;
return this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t) >= 0.5 ? this.keyframes[i+1][0] : this.keyframes[i][0];
}
return this.keyframes.last[0];
},
lerp_val(t) {
for (var i = 0; i < this.keyframes.length-1; i++) {
if (t > this.keyframes[i+1][1]) continue;
var intv = this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t);
return ((1 - intv) * this.keyframes[i][0]) + (intv * this.keyframes[i+1][0]);
}
return this.keyframes.last[0];
},
cubic_val(t) {
},
mirror() {
if (this.keyframes.length <= 1) return;
for (var i = this.keyframes.length-1; i >= 1; i--) {
this.keyframes.push(this.keyframes[i-1]);
this.keyframes.last[1] = this.keyframes[i][1] + (this.keyframes[i][1] - this.keyframes[i-1][1]);
}
},
update(dt) {
if (!this.playing) return;
this.playtime += dt;
if (this.playtime >= this.time) {
if (this.loop)
this.playtime = 0;
else {
this.playing = false;
return;
}
}
this.fn(this.lerp_val(this.playtime));
},
};
var Audio = {
};
var Music = {
play(path) {
Log.info("Playing " + path);
cmd(87,path);
},
stop() {
cmd(89);
},
pause() {
cmd(88);
},
set volume(x) {
},
};
var Sound = {
sounds: [], /* array of loaded sound files */
play(file) {
// var s = Object.create(Sound);
// s.path = file;
// s.play();
this.id = cmd(14,file);
//return s;
},
music(midi, sf) {
cmd(13, midi, sf);
},
musicstop() {
cmd(15);
},
/* Between 0 and 100 */
set volume(x) { cmd(19, x); },
killall() {
Music.stop();
this.musicstop();
/* TODO: Kill all sound effects that may still be running */
},
};
var Render = {
normal() {
cmd(67);
},
wireframe() {
cmd(68);
},
};
var Mouse = {
get pos() {
return cmd(45);
},
get screenpos() {
var p = this.pos;
p.y = Window.dimensions.y - p.y;
return p;
},
get worldpos() {
return screen2world(cmd(45));
},
disabled() {
cmd(46, 212995);
},
hidden() {
cmd(46, 212994);
},
normal() {
cmd(46, 212993);
},
};
var Keys = {
shift() {
return cmd(50, 340);// || cmd(50, 344);
},
ctrl() {
return cmd(50, 341);// || cmd(50, 344);
},
alt() {
return cmd(50, 342);// || cmd(50, 346);
},
super() {
return cmd(50, 343);// || cmd(50, 347);
},
};
var Input = {
setgame() { cmd(77); },
setnuke() { cmd(78); },
};
Input.state2str = function(state) {
if (typeof state === 'string') return state;
switch (state) {
case 0:
return "down";
case 1:
return "pressed";
case 2:
return "released";
}
}
Input.print_pawn_kbm = function(pawn) {
if (!('inputs' in pawn)) return;
var str = "";
for (var key in pawn.inputs) {
str += `${key} | ${pawn.inputs[key].doc}\n`;
}
return str;
};
Input.print_md_kbm = function(pawn) {
if (!('inputs' in pawn)) return;
var str = "";
str += "|control|description|\n|---|---|\n";
for (var key in pawn.inputs) {
str += `|${key}|${pawn.inputs[key].doc}|`;
str += "\n";
}
return str;
};
Input.has_bind = function(pawn, bind) {
return (typeof pawn.inputs?.[bind] === 'function');
};
function screen2world(screenpos) { return Yugine.camera.view2world(screenpos); }
function world2screen(worldpos) { return Yugine.camera.world2view(worldpos); }
var physics = {
set gravity(x) { cmd(8, x); },
get gravity() { return cmd(72); },
set damping(x) { cmd(73,Math.clamp(x,0,1)); },
get damping() { return cmd(74); },
pos_query(pos) {
return cmd(44, pos);
},
/* Returns a list of body ids that a box collides with */
box_query(box) {
var pts = cmd(52,box.pos,box.wh);
return cmd(52, box.pos, box.wh);
},
box_point_query(box, points) {
if (!box || !points)
return [];
return cmd(86, box.pos, box.wh, points, points.length);
},
};
var Action = {
add_new(name) {
var action = Object.create(Action);
action.name = name;
action.inputs = [];
this.actions.push(action);
return action;
},
actions: [],
};
/* May be a human player; may be an AI player */
var Player = {
players: [],
input(fn, ...args) {
this.pawns.forEach(x => x[fn]?.(...args));
},
raw_input(cmd, state, ...args) {
for (var pawn of this.pawns.reverse()) {
if (typeof pawn.inputs?.any === 'function') {
pawn.inputs.any(cmd);
return;
}
if (!pawn.inputs?.[cmd]) continue;
var fn = null;
switch (state) {
case 'pressed':
fn = pawn.inputs[cmd];
break;
case 'rep':
fn = pawn.inputs[cmd].rep ? pawn.inputs[cmd] : null;
break;
case 'released':
fn = pawn.inputs[cmd].released;
break;
}
if (typeof fn === 'function')
fn.call(pawn, ... args);
}
},
uncontrol(pawn) {
this.players.forEach(function(p) {
p.pawns = p.pawns.filter(x => x !== pawn);
});
},
obj_controlled(obj) {
for (var p in Player.players) {
if (p.pawns.contains(obj))
return true;
}
return false;
},
create() {
var n = Object.create(this);
n.pawns = [];
n.gamepads = [];
n.control = function(pawn) { n.pawns.push_unique(pawn); };
n.uncontrol = function(pawn) { n.pawns = n.pawns.filter(x => x !== pawn); };
this.players.push(n);
return n;
},
};
for (var i = 0; i < 4; i++) {
Player.create();
}
var Register = {
inloop: false,
loopcbs: [],
finloop() {
this.loopcbs.forEach(x => x());
this.loopcbs = [];
},
wraploop(loop) {
this.inloop = true;
loop();
this.inloop = false;
this.finloop();
},
kbm_input(mode, btn, state, ...args) {
switch(mode) {
case "emacs":
Player.players[0].raw_input(btn, state, ...args);
break;
};
if (btn === 'lmouse')
btn = 'lm';
if (btn === 'rmouse')
btn = 'rm';
},
gamepad_playermap: [],
gamepad_input(pad, btn, state, ...args) {
var player = this.gamepad_playermap[pad];
if (!player) return;
var statestr = Input.state2str(state);
var rawfn = `gamepad_${btn}_${statestr}`;
player.input(rawfn, ...args);
Action.actions.forEach(x => {
if (x.inputs.includes(btn))
player.input(`action_${x.name}_${statestr}`, ...args);
});
},
unregister_obj(obj) {
Register.registries.forEach(function(x) {
x.clear();
});
Player.uncontrol(obj);
},
endofloop(fn) {
if (!this.inloop)
fn();
else {
this.loopcbs.push(fn);
}
},
clear() {
Register.registries.forEach(function(n) {
n.entries = [];
});
},
registries: [],
add_cb(idx, name) {
var entries = [];
var n = {};
n.register = function(fn, obj) {
entries.push([fn, obj ? obj : null]);
}
n.unregister = function(fn) {
entries = entries.filter(function(f) { return fn === f; });
}
n.broadcast = function(...args) {
entries.forEach(x => x[0].call(x[1], ...args));
}
n.clear = function() {
entries = [];
}
register(idx, n.broadcast, n);
Register[name] = n;
Register.registries.push(n);
return n;
},
};
Register.add_cb(0, "update").doc = "Called once per frame.";
Register.add_cb(1, "physupdate");
Register.add_cb(2, "gui");
Register.add_cb(3, "nk_gui");
Register.add_cb(6, "debug");
register(7, Register.kbm_input, Register);
Register.add_cb(8, "gamepad_input");
Register.add_cb(10, "draw");
register(9, Log.stack, this);
Register.gamepad_playermap[0] = Player.players[0];
Register.update.register(Yugine.exec, Yugine);
Player.players[0].control(GUI);
var Signal = {
signals: [],
obj_begin(fn, obj, go) {
this.signals.push([fn, obj]);
register_collide(0, fn, obj, go.body);
},
obj_separate(fn, obj, go) {
this.signals.push([fn,obj]);
register_collide(3,fn,obj,go.body);
},
clera_obj(obj) {
this.signals.filter(function(x) { return x[1] !== obj; });
},
c:{},
register(name, fn) {
if (!this.c[name])
this.c[name] = [];
this.c[name].push(fn);
},
call(name, ...args) {
if (this.c[name])
this.c[name].forEach(function(fn) { fn.call(this, ...args); });
},
};
var Window = {
width: 0,
height: 0,
dimensions:[0,0],
};
Window.icon = function(path) { cmd(90, path); };
Window.icon.doc = "Set the icon of the window using the PNG image at path.";
Signal.register("window_resize", function(w, h) {
Window.width = w;
Window.height = h;
Window.dimensions = [w, h];
});
var IO = {
exists(file) { return cmd(65, file);},
slurp(file) {
if (!this.exists(file)) {
Log.warn(`File ${file} does not exist; can't slurp.`);
return "";
}
return cmd(38,file);
},
slurpwrite(str, file) { return cmd(39, str, file); },
extensions(ext) { return cmd(66, "." + ext); },
};
function reloadfiles() {
Object.keys(files).forEach(function (x) { load(x); });
}
load("scripts/debug.js");
/*
function Color(from) {
var color = Object.create(Array);
Object.defineProperty(color, 'r', setelem(0));
Object.defineProperty(color, 'g', setelem(1));
Object.defineProperty(color, 'b', setelem(2));
Object.defineProperty(color, 'a', setelem(3));
color.a = color.g = color.b = color.a = 1;
Object.assign(color, from);
return color;
};
*/
load("scripts/components.js");
function replacer_empty_nil(key, val) {
if (typeof val === 'object' && JSON.stringify(val) === '{}')
return undefined;
// if (typeof val === 'number')
// return parseFloat(val.toFixed(4));
return val;
};
function clean_object(obj) {
Object.keys(obj).forEach(function(x) {
if (!(x in obj.__proto__)) return;
switch(typeof obj[x]) {
case 'object':
if (Array.isArray(obj[x])) {
if (obj[x].equal(obj.__proto__[x])) {
delete obj[x];
}
} else
clean_object(obj[x]);
break;
case 'function':
return;
default:
if (obj[x] === obj.__proto__[x])
delete obj[x];
break;
}
});
};
function find_com(objects)
{
if (!objects || objects.length === 0)
return [0,0];
var com = [0,0];
com[0] = objects.reduce(function(acc, val) {
return acc + val.pos[0];
}, 0);
com[0] /= objects.length;
com[1] = objects.reduce(function(acc, val) {
return acc + val.pos[1];
}, 0);
com[1] /= objects.length;
return com;
};
var Game = {
objects: [],
resolution: [1200,720],
name: "Untitled",
register_obj(obj) {
this.objects[obj.body] = obj;
},
/* Returns an object given an id */
object(id) {
return this.objects[id];
},
/* Returns a list of objects by name */
find(name) {
},
/* Return a list of objects derived from a specific prototype */
find_proto(proto) {
},
/* List of all objects spawned that have a specific tag */
find_tag(tag) {
},
groupify(objects, spec) {
var newgroup = {
locked: true,
breakable: true,
objs: objects,
// get pos() { return find_com(objects); },
// set pos(x) { this.objs.forEach(function(obj) { obj.pos = x; }) },
};
Object.assign(newgroup, spec);
objects.forEach(function(x) {
x.defn('group', newgroup);
});
var bb = bb_from_objects(newgroup.objs);
newgroup.startbb = bb2cwh(bb);
newgroup.bboffset = newgroup.startbb.c.sub(newgroup.objs[0].pos);
newgroup.boundingbox = function() {
newgroup.startbb.c = newgroup.objs[0].pos.add(newgroup.bboffset);
return cwh2bb(newgroup.startbb.c, newgroup.startbb.wh);
};
if (newgroup.file)
newgroup.color = [120,255,10];
return newgroup;
},
quit()
{
sys_cmd(0);
},
pause()
{
sys_cmd(3);
},
stop()
{
Game.pause();
/* And return to editor .. */
Log.warn("Stopping not implemented. Paused, and go to editor.");
},
step()
{
sys_cmd(4);
},
playing() { return sys_cmd(5); },
paused() { return sys_cmd(6); },
stepping() {
return cmd(79); },
play()
{
sys_cmd(1);
}
};
var Level = {
levels: [],
objects: [],
alive: true,
selectable: true,
toString() {
if (this.file)
return this.file;
return "Loose level";
},
fullpath() {
//return `${this.level.fullpath()}.${this.name}`;
},
get boundingbox() {
return bb_from_objects(this.objects);
},
varname2obj(varname) {
for (var i = 0; i < this.objects.length; i++)
if (this.objects[i].varname === varname)
return this.objects[i];
return null;
},
run() {
var scene = {};
// TODO: If an object does not have a varname, give it one based on its parent
this.objects.forEach(function(x) {
if (x.hasOwn('varname')) {
scene[x.varname] = x;
this[x.varname] = x;
}
},this);
var fn = compile(this.scriptfile);
fn.call(this);
if (typeof this.update === 'function')
Register.update.register(this.update, this);
if (typeof this.gui === 'function')
Register.gui.register(this.gui, this);
if (typeof this.nk_gui === 'function')
register_nk_gui(this.nk_gui, this);
if (typeof this.inputs === 'object') {
Player.players[0].control(this);
}
},
revert() {
delete this.unique;
this.load(this.filelvl);
},
/* Returns how many objects this level created are still alive */
object_count() {
return objects.length();
},
/* Save a list of objects into file, with pos acting as the relative placement */
saveas(objects, file, pos) {
if (!pos) pos = find_com(objects);
objects.forEach(function(obj) {
obj.pos = obj.pos.sub(pos);
});
var newlvl = Level.create();
objects.forEach(function(x) { newlvl.register(x); });
var save = newlvl.save();
slurpwrite(save, file);
},
clean() {
for (var key in this.objects)
clean_object(this.objects[key]);
for (var key in gameobjects)
clean_object(gameobjects[key]);
},
sync_file(file) {
var openlvls = this.levels.filter(function(x) { return x.file === file && x !== editor.edit_level; });
openlvls.forEach(function(x) {
x.clear();
x.load(IO.slurp(x.file));
x.flipdirty = true;
x.sync();
x.flipdirty = false;
x.check_dirty();
});
},
save() {
this.clean();
var pos = this.pos;
var angle = this.angle;
this.pos = [0,0];
this.angle = 0;
if (this.flipx) {
this.objects.forEach(function(obj) {
this.mirror_x_obj(obj);
}, this);
}
if (this.flipy) {
this.objects.forEach(function(obj) {
this.mirror_y_obj(obj);
}, this);
}
var savereturn = JSON.stringify(this.objects, replacer_empty_nil, 1);
if (this.flipx) {
this.objects.forEach(function(obj) {
this.mirror_x_obj(obj);
}, this);
}
if (this.flipy) {
this.objects.forEach(function(obj) {
this.mirror_y_obj(obj);
}, this);
}
this.pos = pos;
this.angle = angle;
return savereturn;
},
mirror_x_obj(obj) {
obj.flipx = !obj.flipx;
var rp = obj.relpos;
obj.pos = [-rp.x, rp.y].add(this.pos);
obj.angle = -obj.angle;
},
mirror_y_obj(obj) {
var rp = obj.relpos;
obj.pos = [rp.x, -rp.y].add(this.pos);
obj.angle = -obj.angle;
},
/* TODO: Remove this; make it work without */
toJSON() {
var obj = {};
obj.file = this.file;
obj.pos = this._pos;
obj.angle = this._angle;
obj.from = "group";
obj.flipx = this.flipx;
obj.flipy = this.flipy;
obj.scale = this.scale;
if (this.varname)
obj.varname = this.varname;
if (!this.unique)
return obj;
obj.objects = {};
this.objects.forEach(function(x,i) {
obj.objects[i] = {};
var adiff = Math.abs(x.relangle - this.filelvl[i]._angle) > 1e-5;
if (adiff)
obj.objects[i].angle = x.relangle;
var pdiff = Vector.equal(x.relpos, this.filelvl[i]._pos, 1e-5);
if (!pdiff)
obj.objects[i].pos = x._pos.sub(this.pos);
if (obj.objects[i].empty)
delete obj.objects[i];
}, this);
return obj;
},
register(obj) {
if (obj.level)
obj.level.unregister(obj);
this.objects.push(obj);
},
make() {
return Level.loadfile(this.file, this.pos);
},
spawn(prefab) {
if (typeof prefab === 'string') {
var newobj = this.addfile(prefab);
return newobj;
}
var newobj = prefab.make();
newobj.defn('level', this);
this.objects.push(newobj);
Game.register_obj(newobj);
newobj.setup?.();
newobj.start?.();
return newobj;
},
dup(level) {
level ??= this.level;
var n = level.spawn(this.from);
/* TODO: Assign this's properties to the dup */
return ;n
},
create() {
var newlevel = Object.create(this);
newlevel.objects = [];
newlevel._pos = [0,0];
newlevel._angle = 0;
newlevel.color = Color.green;
/* newlevel.toString = function() {
return (newlevel.unique ? "#" : "") + newlevel.file;
};
*/
newlevel.filejson = newlevel.save();
return newlevel;
},
addfile(file) {
/* TODO: Register this as a prefab for caching */
var lvl = this.loadfile(file);
this.objects.push(lvl);
lvl.level = this;
return lvl;
},
check_dirty() {
this.dirty = this.save() !== this.filejson;
},
start() {
this.objects.forEach(function(x) { if ('start' in x) x.start(); });
},
loadlevel(file) {
var lvl = Level.loadfile(file);
if (lvl && Game.playing())
lvl.start();
return lvl;
},
loadfile(file) {
if (!file.endsWith(".lvl")) file = file + ".lvl";
var newlevel = Level.create();
if (IO.exists(file)) {
newlevel.filejson = IO.slurp(file);
try {
newlevel.filelvl = JSON.parse(newlevel.filejson);
newlevel.load(newlevel.filelvl);
} catch (e) {
newlevel.ed_gizmo = function() { GUI.text("Invalid level file: " + newlevel.file, world2screen(newlevel.pos), 1, Color.red); };
newlevel.selectable = false;
throw e;
}
newlevel.file = file;
newlevel.dirty = false;
}
var scriptfile = file.replace('.lvl', '.js');
if (IO.exists(scriptfile)) {
newlevel.script = IO.slurp(scriptfile);
newlevel.scriptfile = scriptfile;
}
newlevel.from = scriptfile.replace('.js','');
newlevel.file = newlevel.from;
newlevel.run();
return newlevel;
},
/* Spawns all objects specified in the lvl json object */
load(lvl) {
this.clear();
this.levels.push_unique(this);
if (!lvl) {
Log.warn("Level is " + lvl + ". Need a better formed one.");
return;
}
var opos = this.pos;
var oangle = this.angle;
this.pos = [0,0];
this.angle = 0;
var objs;
var created = [];
if (typeof lvl === 'string')
objs = JSON.parse(lvl);
else
objs = lvl;
if (typeof objs === 'object')
objs = objs.array();
objs.forEach(x => {
if (x.from === 'group') {
var loadedlevel = Level.loadfile(x.file);
if (!loadedlevel) {
Log.error("Error loading level: file " + x.file + " not found.");
return;
}
if (!IO.exists(x.file)) {
loadedlevel.ed_gizmo = function() { GUI.text("MISSING LEVEL " + x.file, world2screen(loadedlevel.pos) ,1, Color.red) };
}
var objs = x.objects;
delete x.objects;
Object.assign(loadedlevel, x);
if (objs) {
objs.array().forEach(function(x, i) {
if (x.pos)
loadedlevel.objects[i].pos = x.pos.add(loadedlevel.pos);
if (x.angle)
loadedlevel.objects[i].angle = x.angle + loadedlevel.angle;
});
loadedlevel.unique = true;
}
loadedlevel.level = this;
loadedlevel.sync();
created.push(loadedlevel);
this.objects.push(loadedlevel);
return;
}
var prototype = gameobjects[x.from];
if (!prototype) {
Log.error(`Prototype for ${x.from} does not exist.`);
return;
}
var newobj = this.spawn(gameobjects[x.from]);
delete x.from;
dainty_assign(newobj, x);
if (x._pos)
newobj.pos = x._pos;
if (x._angle)
newobj.angle = x._angle;
for (var key in newobj.components)
if ('sync' in newobj.components[key]) newobj.components[key].sync();
newobj.sync();
created.push(newobj);
});
created.forEach(function(x) {
if (x.varname)
this[x.varname] = x;
},this);
this.pos = opos;
this.angle = oangle;
return created;
},
clear() {
for (var i = this.objects.length-1; i >= 0; i--)
if (this.objects[i].alive)
this.objects[i].kill();
this.levels.remove(this);
},
clear_all() {
this.levels.forEach(function(x) { x.kill(); });
},
kill() {
if (this.level)
this.level.unregister(this);
Register.unregister_obj(this);
this.clear();
},
unregister(obj) {
var removed = this.objects.remove(obj);
if (removed && obj.varname)
delete this[obj.varname];
},
get pos() { return this._pos; },
set pos(x) {
var diff = x.sub(this._pos);
this.objects.forEach(function(x) { x.pos = x.pos.add(diff); });
this._pos = x;
},
get angle() { return this._angle; },
set angle(x) {
var diff = x - this._angle;
this.objects.forEach(function(x) {
x.angle = x.angle + diff;
var pos = x.pos.sub(this.pos);
var r = Vector.length(pos);
var p = Math.rad2deg(Math.atan2(pos.y, pos.x));
p += diff;
p = Math.deg2rad(p);
x.pos = this.pos.add([r*Math.cos(p), r*Math.sin(p)]);
},this);
this._angle = x;
},
flipdirty: false,
sync() {
this.flipx = this.flipx;
this.flipy = this.flipy;
},
_flipx: false,
get flipx() { return this._flipx; },
set flipx(x) {
if (this._flipx === x && (!x || !this.flipdirty)) return;
this._flipx = x;
this.objects.forEach(function(obj) {
obj.flipx = !obj.flipx;
var rp = obj.relpos;
obj.pos = [-rp.x, rp.y].add(this.pos);
obj.angle = -obj.angle;
},this);
},
_flipy: false,
get flipy() { return this._flipy; },
set flipy(x) {
if (this._flipy === x && (!x || !this.flipdirty)) return;
this._flipy = x;
this.objects.forEach(function(obj) {
var rp = obj.relpos;
obj.pos = [rp.x, -rp.y].add(this.pos);
obj.angle = -obj.angle;
},this);
},
_scale: 1.0,
get scale() { return this._scale; },
set scale(x) {
var diff = (x - this._scale) + 1;
this._scale = x;
this.objects.forEach(function(obj) {
obj.scale *= diff;
obj.relpos = obj.relpos.scale(diff);
}, this);
},
get up() {
return [0,1].rotate(Math.deg2rad(this.angle));
},
get down() {
return [0,-1].rotate(Math.deg2rad(this.angle));
},
get right() {
return [1,0].rotate(Math.deg2rad(this.angle));
},
get left() {
return [-1,0].rotate(Math.deg2rad(this.angle));
},
};
var World = Level.create();
World.name = "World";
World.fullpath = function() { return World.name; };
World.load = function(lvl) {
if (World.loaded)
World.loaded.kill();
World.loaded = World.spawn(lvl);
return World.loaded;
};
var gameobjects = {};
var Prefabs = gameobjects;
/* Returns the index of the smallest element in array, defined by a function that returns a number */
Object.defineProperty(Array.prototype, 'min', {
value: function(fn) {
},
});
function grab_from_points(pos, points, slop) {
var shortest = slop;
var idx = -1;
points.forEach(function(x,i) {
if (Vector.length(pos.sub(x)) < shortest) {
shortest = Vector.length(pos.sub(x));
idx = i;
}
});
return idx;
};
var gameobject = {
scale: 1.0,
save: true,
selectable: true,
layer: 0, /* Collision layer; should probably have been called "mask" */
layer_nuke() {
Nuke.label("Collision layer");
Nuke.newline(Collision.num);
for (var i = 0; i < Collision.num; i++)
this.layer = Nuke.radio(i, this.layer, i);
},
draw_layer: 1,
draw_layer_nuke() {
Nuke.label("Draw layer");
Nuke.newline(5);
for (var i = 0; i < 5; i++)
this.draw_layer = Nuke.radio(i, this.draw_layer, i);
},
in_air() {
return q_body(7, this.body);
},
on_ground() { return !this.in_air(); },
name: "gameobject",
toString() { return this.name; },
clone(name, ext) {
var obj = Object.create(this);
complete_assign(obj, ext);
gameobjects[name] = obj;
obj.defc('name', name);
obj.from = this.name;
obj.defn('instances', []);
obj.obscure('from');
return obj;
},
instandup() {
var dup = World.spawn(gameobjects[this.from]);
dup.pos = this.pos;
dup.velocity = this.velocity;
},
ed_locked: false,
_visible: true,
get visible(){ return this._visible; },
set visible(x) {
this._visible = x;
for (var key in this.components) {
if ('visible' in this.components[key]) {
this.components[key].visible = x;
}
}
},
mass: 1,
bodytype: {
dynamic: 0,
kinematic: 1,
static: 2
},
get moi() { return q_body(6, this.body); },
set moi(x) { set_body(13, this.body, x); },
phys: 2,
phys_nuke() {
Nuke.newline(1);
Nuke.label("phys");
Nuke.newline(3);
this.phys = Nuke.radio("dynamic", this.phys, 0);
this.phys = Nuke.radio("kinematic", this.phys, 1);
this.phys = Nuke.radio("static", this.phys, 2);
},
friction: 0,
elasticity: 0,
flipx: false,
flipy: false,
body: -1,
get controlled() {
return Player.obj_controlled(this);
},
set_center(pos) {
var change = pos.sub(this.pos);
this.pos = pos;
for (var key in this.components) {
this.components[key].finish_center(change);
}
},
varname: "",
pos: [0,0],
set relpos(x) {
if (!this.level) {
this.pos = x;
return;
}
this.pos = Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.pos);
},
get relpos() {
if (!this.level) return this.pos;
var offset = this.pos.sub(this.level.pos);
return Vector.rotate(offset, -Math.deg2rad(this.level.angle));
},
angle: 0,
get relangle() {
if (!this.level) return this.angle;
return this.angle - this.level.angle;
},
get velocity() { return q_body(3, this.body); },
set velocity(x) { set_body(9, this.body, x); },
get angularvelocity() { return Math.rad2deg(q_body(4, this.body)); },
set angularvelocity(x) { if (this.alive) set_body(8, this.body, Math.deg2rad(x)); },
get alive() { return this.body >= 0; },
disable() {
this.components.forEach(function(x) { x.disable(); });
},
enable() {
this.components.forEach(function(x) { x.enable(); });
},
sync() {
if (this.body === -1) return;
cmd(55, this.body, this.flipx);
cmd(56, this.body, this.flipy);
set_body(2, this.body, this.pos);
set_body(0, this.body, Math.deg2rad(this.angle));
cmd(36, this.body, this.scale);
set_body(10,this.body,this.elasticity);
set_body(11,this.body,this.friction);
set_body(1, this.body, this.phys);
cmd(75,this.body,this.layer);
cmd(54, this.body);
},
syncall() {
this.instances.forEach(function(x) { x.sync(); });
},
pulse(vec) { /* apply impulse */
set_body(4, this.body, vec);
},
push(vec) { /* apply force */
set_body(12,this.body,vec);
},
gizmo: "", /* Path to an image to draw for this gameobject */
/* Bounding box of the object in world dimensions */
get boundingbox() {
var boxes = [];
boxes.push({t:0, r:0,b:0,l:0});
for (var key in this.components) {
if ('boundingbox' in this.components[key])
boxes.push(this.components[key].boundingbox);
}
if (boxes.empty) return cwh2bb([0,0], [0,0]);
var bb = boxes[0];
boxes.forEach(function(x) {
bb = bb_expand(bb, x);
});
var cwh = bb2cwh(bb);
if (!bb) return;
if (this.flipx) cwh.c.x *= -1;
if (this.flipy) cwh.c.y *= -1;
cwh.c = cwh.c.add(this.pos);
bb = cwh2bb(cwh.c, cwh.wh);
return bb ? bb : cwh2bb([0,0], [0,0]);
},
set width(x) {},
get width() {
var bb = this.boundingbox;
return bb.r - bb.l;
},
set height(x) {},
get height() {
var bb = this.boundingbox;
return bb.t-bb.b;
},
stop() {},
kill() {
if (this.body === -1) {
Log.warn(`Object is already dead!`);
return;
}
Register.endofloop(() => {
cmd(2, this.body);
delete Game.objects[this.body];
if (this.level)
this.level.unregister(this);
Player.uncontrol(this);
this.instances.remove(this);
Register.unregister_obj(this);
// Signal.clear_obj(this);
this.body = -1;
for (var key in this.components) {
Register.unregister_obj(this.components[key]);
this.components[key].kill();
}
this.stop();
});
},
get up() {
return [0,1].rotate(Math.deg2rad(this.angle));
},
get down() {
return [0,-1].rotate(Math.deg2rad(this.angle));
},
get right() {
return [1,0].rotate(Math.deg2rad(this.angle));
},
get left() {
return [-1,0].rotate(Math.deg2rad(this.angle));
},
/* Make a unique object the same as its prototype */
revert() {
unmerge(this, this.prop_obj());
this.sync();
},
gui() {
var go_guis = walk_up_get_prop(this, 'go_gui');
Nuke.newline();
go_guis.forEach(function(x) { x.call(this); }, this);
for (var key in this) {
if (typeof this[key] === 'object' && 'gui' in this[key]) this[key].gui();
}
},
world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body,pos); },
check_registers(obj) {
Register.unregister_obj(this);
if (typeof obj.update === 'function')
Register.update.register(obj.update, obj);
if (typeof obj.physupdate === 'function')
Register.physupdate.register(obj.physupdate, obj);
if (typeof obj.collide === 'function')
obj.register_hit(obj.collide, obj);
if (typeof obj.separate === 'function')
obj.register_separate(obj.separate, obj);
if (typeof obj.draw === 'function')
Register.draw.register(obj.draw,obj);
if (typeof obj.debug === 'function')
Register.debug.register(obj.debug, obj);
obj.components.forEach(function(x) {
if (typeof x.collide === 'function')
register_collide(1, x.collide, x, obj.body, x.shape);
});
},
make(props, level) {
level ??= World;
var obj = Object.create(this);
this.instances.push(obj);
obj.toString = function() {
var props = obj.prop_obj();
for (var key in props)
if (typeof props[key] === 'object' && !props[key] === null && props[key].empty)
delete props[key];
var edited = !props.empty;
return (edited ? "#" : "") + obj.name + " object " + obj.body + ", layer " + obj.draw_layer + ", phys " + obj.layer;
};
obj.fullpath = function() {
return `${obj.level.fullpath()}.${obj.name}`;
};
obj.deflock('toString');
obj.defc('from', this.name);
obj.defn('body', make_gameobject(this.scale,
this.phys,
this.mass,
this.friction,
this.elasticity) );
complete_assign(obj, props);
obj.sync();
obj.defn('components', {});
cmd(113, obj.body, obj);
complete_assign(obj, {
set scale(x) {
Log.warn(obj.body); cmd(36, obj.body, x); },
get scale() { return cmd(103, obj.body); },
get flipx() { return cmd(104,obj.body); },
set flipx(x) { cmd(55, obj.body, x); },
get flipy() { return cmd(105,obj.body); },
set flipy(x) { cmd(56, obj.body, x); },
get angle() { return Math.rad2deg(q_body(2,obj.body))%360; },
set angle(x) { set_body(0,obj.body, Math.deg2rad(x)); },
set pos(x) { set_body(2,obj.body,x); },
get pos() { return q_body(1,obj.body); },
get elasticity() { return cmd(107,obj.body); },
set elasticity(x) { cmd(106,obj.body,x); },
get friction() { return cmd(109,obj.body); },
set friction(x) { cmd(108,obj.body,x); },
set mass(x) { set_body(7,obj.body,x); },
get mass() { return q_body(5, obj.body); },
set phys(x) { set_body(1, obj.body, x); },
get phys() { return q_body(0,obj.body); },
});
for (var prop in obj) {
if (typeof obj[prop] === 'object' && 'make' in obj[prop]) {
if (prop === 'flipper') return;
obj[prop] = obj[prop].make(obj.body);
obj[prop].defn('gameobject', obj);
obj.components[prop] = obj[prop];
}
};
obj.check_registers(obj);
if ('begin' in obj) obj.begin();
return obj;
},
register_hit(fn, obj) {
if (!obj)
obj = this;
Signal.obj_begin(fn, obj, this);
},
register_separate(fn, obj) {
if (!obj)
obj = this;
Signal.obj_separate(fn,obj,this);
},
}
var locks = ['height', 'width', 'visible', 'body', 'controlled', 'selectable', 'save', 'velocity', 'angularvelocity', 'alive', 'boundingbox', 'name', 'scale', 'angle', 'properties', 'moi', 'relpos', 'relangle', 'up', 'down', 'right', 'left', 'bodytype', 'gizmo', 'pos'];
locks.forEach(x => gameobject.obscure(x));
/* Load configs */
function load_configs(file) {
var configs = JSON.parse(IO.slurp(file));
for (var key in configs) {
if (typeof globalThis[key] !== "object") continue;
Object.assign(globalThis[key], configs[key]);
}
Collision.sync();
Game.objects.forEach(function(x) { x.sync(); });
if (!local_conf.mouse) {
Log.info("disabling mouse features");
Mouse.disabled = function() {};
Mouse.hidden = function() {};
};
};
var local_conf = {
mouse: true,
};
/* Save configs */
function save_configs() {
Log.info("saving configs");
var configs = {};
configs.editor_config = editor_config;
configs.Nuke = Nuke;
configs.local_conf = local_conf;
IO.slurpwrite(JSON.stringify(configs, null, 1), "editor.config");
save_game_configs();
};
function save_game_configs() {
var configs = {};
configs.physics = physics;
configs.Collision = Collision;
Log.info(configs);
IO.slurpwrite(JSON.stringify(configs,null,1), "game.config");
Collision.sync();
Game.objects.forEach(function(x) { x.sync(); });
};
var Collision = {
types: {},
num: 10,
set_collide(a, b, x) {
this.types[a][b] = x;
this.types[b][a] = x;
},
sync() {
for (var i = 0; i < this.num; i++)
cmd(76,i,this.types[i]);
},
types_nuke() {
Nuke.newline(this.num+1);
Nuke.label("");
for (var i = 0; i < this.num; i++) Nuke.label(i);
for (var i = 0; i < this.num; i++) {
Nuke.label(i);
for (var j = 0; j < this.num; j++) {
if (j < i)
Nuke.label("");
else {
this.types[i][j] = Nuke.checkbox(this.types[i][j]);
this.types[j][i] = this.types[i][j];
}
}
}
},
};
for (var i = 0; i < Collision.num; i++) {
Collision.types[i] = [];
for (var j = 0; j < Collision.num; j++)
Collision.types[i][j] = false;
};
if (IO.exists("game.config"))
load_configs("game.config");
var camera2d = gameobject.clone("camera2d", {
phys: gameobject.bodytype.kinematic,
speed: 300,
get zoom() { return this._zoom; },
set zoom(x) {
if (x <= 0) return;
this._zoom = x;
cmd(62, this._zoom);
},
_zoom: 1.0,
speedmult: 1.0,
selectable: false,
view2world(pos) {
return pos.mapc(mult, [1,-1]).add([-Window.width,Window.height].scale(0.5)).scale(this.zoom).add(this.pos);
},
world2view(pos) {
return pos.sub(this.pos).scale(1/this.zoom).add(Window.dimensions.scale(0.5));
},
});
Yugine.view_camera = function(cam)
{
Yugine.camera = cam;
cmd(61, Yugine.camera.body);
}
Yugine.view_camera(World.spawn(camera2d));
win_make(Game.title, Game.resolution[0], Game.resolution[1]);
/* Default objects */
gameobject.clone("polygon2d", {
polygon2d: polygon2d.clone(),
});
gameobject.clone("edge2d", {
edge2d: bucket.clone(),
});
gameobject.clone("sprite", {
sprite: sprite.clone(),
});
if (IO.exists("config.js"))
load("config.js");
var prototypes = {};
if (IO.exists("proto.json"))
prototypes = JSON.parse(IO.slurp("proto.json"));
for (var key in prototypes) {
if (key in gameobjects)
dainty_assign(gameobjects[key], prototypes[key]);
else {
/* Create this gameobject fresh */
Log.info("Making new prototype: " + key + " from " + prototypes[key].from);
var newproto = gameobjects[prototypes[key].from].clone(key);
gameobjects[key] = newproto;
for (var pkey in newproto)
if (typeof newproto[pkey] === 'object' && newproto[pkey] && 'clone' in newproto[pkey])
newproto[pkey] = newproto[pkey].clone();
dainty_assign(gameobjects[key], prototypes[key]);
}
}
function save_gameobjects_as_prototypes() { slurpwrite(JSON.stringify(gameobjects,null,2), "proto.json"); };
var Gamestate = {};