909 lines
19 KiB
JavaScript
909 lines
19 KiB
JavaScript
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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var Color = {
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white: [255,255,255],
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black: [0,0,0],
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blue: [84,110,255],
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green: [120,255,10],
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yellow: [251,255,43],
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red: [255,36,20],
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teal: [96, 252, 237],
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gray: [181,181,181],
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cyan: [0,255,255],
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purple: [162,93,227],
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};
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Color.editor = {};
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Color.editor.ur = Color.green;
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Color.tohtml = function(v)
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{
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var html = v.map(function(n) { return Number.hex(n*255); });
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return "#" + html.join('');
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}
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Color.toesc = function(v)
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{
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return Esc.color(v);
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}
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var Esc = {};
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Esc.reset = "\x1b[0";
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Esc.color = function(v) {
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var c = v.map(function(n) { return Math.floor(n*255); });
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var truecolor = "\x1b[38;2;" + c.join(';') + ';';
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return truecolor;
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}
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Color.Arkanoid = {
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orange: [255,143,0],
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teal: [0,255,255],
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green: [0,255,0],
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red: [255,0,0],
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blue: [0,112,255],
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purple: [255,0,255],
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yellow: [255,255,0],
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silver: [157,157,157],
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gold: [188,174,0],
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};
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Color.Arkanoid.Powerups = {
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red: [174,0,0], /* laser */
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blue: [0,0,174], /* enlarge */
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green: [0,174,0], /* catch */
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orange: [224,143,0], /* slow */
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purple: [210,0,210], /* break */
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cyan: [0,174,255], /* disruption */
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gray: [143,143,143] /* 1up */
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};
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Color.Gameboy = {
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darkest: [229,107,26],
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dark: [229,189,26],
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light: [189,229,26],
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lightest: [107,229,26],
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};
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Color.Apple = {
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green: [94,189,62],
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yellow: [255,185,0],
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orange: [247,130,0],
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red: [226,56,56],
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purple: [151,57,153],
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blue: [0,156,223]
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};
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Color.Debug = {
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boundingbox: Color.white,
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names: [84,110,255],
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};
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Color.Editor = {
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grid: [99,255,128],
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select: [255,255,55],
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newgroup: [120,255,10],
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};
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/* Detects the format of all colors and munges them into a floating point format */
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Color.normalize = function(c) {
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var add_a = function(a) {
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var n = this.slice();
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n.a = a;
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return n;
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};
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for (var p of Object.keys(c)) {
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var fmt = "nrm";
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if (typeof c[p] !== 'object') continue;
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if (!Array.isArray(c[p])) {
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Color.normalize(c[p]);
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continue;
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}
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for (var color of c[p]) {
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if (color > 1) {
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fmt = "8b";
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break;
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}
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}
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switch(fmt) {
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case "8b":
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c[p] = c[p].map(function(x) { return x/255; });
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}
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c[p].alpha = add_a;
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}
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};
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Color.normalize(Color);
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Object.deepfreeze(Color);
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var ColorMap = {};
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ColorMap.makemap = function(map)
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{
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var newmap = Object.create(ColorMap);
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Object.assign(newmap, map);
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return newmap;
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}
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ColorMap.Jet = ColorMap.makemap({
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0: [0,0,131],
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0.125: [0,60,170],
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0.375: [5,255,255],
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0.625: [255,255,0],
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0.875: [250,0,0],
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1: [128,0,0]
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});
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ColorMap.BlueRed = ColorMap.makemap({
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0: [0,0,255],
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1: [255,0,0]
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});
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ColorMap.Inferno = ColorMap.makemap({
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0:[0,0,4],
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0.13: [31,12,72],
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0.25: [85,15,109],
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0.38: [136,34,106],
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0.5: [186,54,85],
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0.63: [227,89,51],
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0.75: [249,140,10],
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0.88: [249,201,50],
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1: [252,255,164]
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});
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ColorMap.Bathymetry = ColorMap.makemap({
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0: [40,26,44],
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0.13: [59.49,90],
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0.25: [64,76,139],
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0.38: [63,110,151],
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0.5: [72,142,158],
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0.63: [85,174,163],
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0.75: [120,206,163],
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0.88: [187,230,172],
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1: [253,254,204]
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});
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ColorMap.Viridis = ColorMap.makemap({
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0: [68,1,84],
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0.13: [71,44,122],
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0.25: [59,81,139],
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0.38: [44,113,142],
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0.5: [33,144,141],
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0.63: [39,173,129],
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0.75: [92,200,99],
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0.88: [170,220,50],
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1: [253,231,37]
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});
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Color.normalize(ColorMap);
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ColorMap.sample = function(t, map)
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{
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map ??= this;
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if (t < 0) return map[0];
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if (t > 1) return map[1];
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var lastkey = 0;
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for (var key of Object.keys(map).sort()) {
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if (t < key) {
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var b = map[key];
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var a = map[lastkey];
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var tt = (key - lastkey) * t;
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return a.lerp(b, tt);
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}
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lastkey = key;
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}
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return map[1];
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}
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ColorMap.doc = {
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sample: "Sample a given colormap at the given percentage (0 to 1).",
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};
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Object.freeze(ColorMap);
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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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make(fn, secs,obj,loop,app) {
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obj ??= globalThis;
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app ??= false;
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if (secs === 0) {
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fn.call(obj);
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return;
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}
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var t = Object.create(this);
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t.id = make_timer(fn, secs, app, obj);
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t.loop = loop;
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t.pause();
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return t;
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},
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oneshot(fn, secs,obj, app) {
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app ??= false;
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var t = this.make(fn, secs, obj, 0, app);
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t.start();
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return t;
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},
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get remain() { return cmd(32, this.id); },
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get on() { return cmd(33, this.id); },
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get loop() { return cmd(34, this.id); },
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set loop(x) { cmd(35, this.id, x); },
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start() { cmd(26, this.id); },
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stop() { cmd(25, this.id); },
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pause() { cmd(24, this.id); },
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kill() { if (this.dead) return; cmd(27, this.id); this.dead = true; },
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set time(x) { cmd(28, this.id, x); },
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get time() { return cmd(29, this.id); },
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get pct() { return this.remain / this.time; },
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};
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timer.toJSON = function() { return undefined; };
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timer.doc = {
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doc: "Quickly make timers to fire off events once or multiple times.",
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oneshot: "Executes a given function after the given number of seconds.",
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make: "Returns a timer that can be handled and reused.",
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start: "Starts the timer.",
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stop: "Stops the timer.",
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loop: "Set to true for the timer to repeat when done.",
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kill: "Destroys the timer.",
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pct: "Get the percentange the timer is complete.",
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time: "Set or get the amount of time this timer waits to execute. Does not reset the time, so if it is set to below the elapsed time it will execute immediately.",
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remain: "The time remianing before the function is executed.",
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};
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var animation = {
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time: 0,
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loop: false,
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playtime: 0,
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playing: false,
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keyframes: [],
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create() {
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var anim = Object.create(animation);
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Register.update.register(anim.update, anim);
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return anim;
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},
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start() {
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this.playing = true;
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this.time = this.keyframes.last[1];
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this.playtime = 0;
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},
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interval(a, b, t) {
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return (t - a) / (b - a);
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},
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near_val(t) {
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for (var i = 0; i < this.keyframes.length-1; i++) {
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if (t > this.keyframes[i+1][1]) continue;
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return this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t) >= 0.5 ? this.keyframes[i+1][0] : this.keyframes[i][0];
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}
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return this.keyframes.last[0];
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},
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lerp_val(t) {
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for (var i = 0; i < this.keyframes.length-1; i++) {
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if (t > this.keyframes[i+1][1]) continue;
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var intv = this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t);
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return ((1 - intv) * this.keyframes[i][0]) + (intv * this.keyframes[i+1][0]);
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}
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return this.keyframes.last[0];
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},
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cubic_val(t) {
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},
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mirror() {
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if (this.keyframes.length <= 1) return;
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for (var i = this.keyframes.length-1; i >= 1; i--) {
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this.keyframes.push(this.keyframes[i-1]);
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this.keyframes.last[1] = this.keyframes[i][1] + (this.keyframes[i][1] - this.keyframes[i-1][1]);
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}
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},
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update(dt) {
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if (!this.playing) return;
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this.playtime += dt;
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if (this.playtime >= this.time) {
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if (this.loop)
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this.playtime = 0;
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else {
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this.playing = false;
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return;
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}
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}
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this.fn(this.lerp_val(this.playtime));
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},
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};
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var Render = {
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normal() {
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cmd(67);
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},
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wireframe() {
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cmd(68);
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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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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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inloop: false,
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loopcbs: [],
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finloop() {
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this.loopcbs.forEach(x => x());
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this.loopcbs = [];
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},
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wraploop(loop) {
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this.inloop = true;
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loop();
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this.inloop = false;
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this.finloop();
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},
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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(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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signals: [],
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obj_begin(fn, obj, go) {
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this.signals.push([fn, obj]);
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register_collide(0, fn, obj, go.body);
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},
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obj_separate(fn, obj, go) {
|
|
this.signals.push([fn,obj]);
|
|
register_collide(3,fn,obj,go.body);
|
|
},
|
|
|
|
clear_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 game_quit = function()
|
|
{
|
|
Primum.kill();
|
|
}
|
|
|
|
Signal.register("quit", game_quit);
|
|
|
|
var Window = {
|
|
fullscreen(f) { cmd(145, f); },
|
|
set width(w) { cmd(125, w); },
|
|
set height(h) { cmd(126, h); },
|
|
get width() { return cmd(48); },
|
|
get height() { return cmd(49); },
|
|
get dimensions() { return [this.width, this.height]; },
|
|
set name(str) { cmd(134, str); },
|
|
boundingbox() {
|
|
return {
|
|
t: Window.height,
|
|
b: 0,
|
|
r: Window.width,
|
|
l: 0
|
|
};
|
|
},
|
|
};
|
|
|
|
Window.icon = function(path) { cmd(90, path); };
|
|
Window.icon.doc = "Set the icon of the window using the PNG image at path.";
|
|
|
|
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;
|
|
};
|
|
*/
|
|
|
|
var Spline = {};
|
|
Spline.sample = function(degrees, dimensions, type, ctrl_points, nsamples)
|
|
{
|
|
var s = spline_cmd(0, degrees,dimensions,type,ctrl_points,nsamples);
|
|
return s;
|
|
}
|
|
Spline.type = {
|
|
open: 0,
|
|
clamped: 1,
|
|
beziers: 2
|
|
};
|
|
|
|
load("scripts/components.js");
|
|
|
|
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 = {
|
|
init() {
|
|
if (!Game.edit) {
|
|
load("config.js");
|
|
load("game.js");
|
|
}
|
|
else {
|
|
load("scripts/editor.js");
|
|
load("editorconfig.js");
|
|
editor.enter_editor();
|
|
}
|
|
},
|
|
objects: [],
|
|
|
|
native: Device.pc,
|
|
|
|
edit: true,
|
|
register_obj(obj) {
|
|
this.objects[obj.body] = obj;
|
|
},
|
|
|
|
unregister_obj(obj) {
|
|
if (this.objects[obj.body] === obj)
|
|
this.objects[obj.body] = undefined;
|
|
},
|
|
|
|
obj_at(worldpos) {
|
|
var idx = physics.pos_query(worldpos);
|
|
if (idx === -1) return undefined;
|
|
return Game.objects[idx];
|
|
},
|
|
|
|
/* 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 = Color.Editor.newgroup;
|
|
|
|
return newgroup;
|
|
},
|
|
|
|
quit()
|
|
{
|
|
sys_cmd(0);
|
|
},
|
|
|
|
pause()
|
|
{
|
|
sys_cmd(3);
|
|
},
|
|
|
|
stop()
|
|
{
|
|
Game.pause();
|
|
},
|
|
|
|
step()
|
|
{
|
|
sys_cmd(4);
|
|
},
|
|
|
|
editor_mode(m) { sys_cmd(10, m); },
|
|
|
|
playing() { return sys_cmd(5); },
|
|
paused() { return sys_cmd(6); },
|
|
stepping() {
|
|
return cmd(79); },
|
|
|
|
play()
|
|
{
|
|
sys_cmd(1);
|
|
},
|
|
|
|
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 = [];
|
|
},
|
|
};
|
|
|
|
Game.doc = {};
|
|
Game.doc.object = "Returns the entity belonging to a given id.";
|
|
Game.doc.quit = "Immediately quit the game.";
|
|
Game.doc.pause = "Pause game simulation.";
|
|
Game.doc.stop = "Stop game simulation. This does the same thing as 'pause', and if the game is a debug build, starts its editor.";
|
|
Game.doc.play = "Resume or start game simulation.";
|
|
Game.doc.editor_mode = "Set to true for the game to only update on input; otherwise the game updates every frame.";
|
|
Game.doc.dt = "Current frame dt.";
|
|
Game.doc.view_camera = "Set the camera for the current view.";
|
|
Game.doc.camera = "Current camera.";
|
|
|
|
Window.doc = {};
|
|
Window.doc.width = "Width of the game window.";
|
|
Window.doc.height = "Height of the game window.";
|
|
Window.doc.dimensions = "Window width and height packaged in an array [width,height]";
|
|
Window.doc.name = "Name in the title bar of the window.";
|
|
Window.doc.boundingbox = "Boundingbox of the window, with top and right being its height and width.";
|
|
|
|
Register.update.register(Game.exec, Game);
|
|
|
|
load("scripts/entity.js");
|
|
|
|
function world_start() {
|
|
globalThis.preprimum = Object.create(gameobject);
|
|
var preprimum = globalThis.preprimum;
|
|
preprimum.objects = {};
|
|
preprimum.worldpos = function() { return [0,0]; };
|
|
preprimum.worldangle = function() { return 0; };
|
|
preprimum.scale = 1;
|
|
preprimum.gscale = function() { return 1; };
|
|
preprimum.pos = [0,0];
|
|
preprimum.angle = 0;
|
|
preprimum.remove_obj = function() {};
|
|
preprimum.toString = function() { return "preprimum"; };
|
|
globalThis.World = preprimum.make(preprimum);
|
|
globalThis.Primum = World;
|
|
var Primum = globalThis.Primum;
|
|
Primum.level = undefined;
|
|
Primum.toString = function() { return "Primum"; };
|
|
Primum._ed.selectable = false;
|
|
Primum._ed.check_dirty = function() { };
|
|
Primum._ed.dirty = false;
|
|
Primum.revert = function(){};
|
|
Primum.ur = undefined;
|
|
globalThis.World.reparent = function(parent) { Log.warn("Cannot reparent the Primum."); }
|
|
Game.view_camera(Primum.spawn(ur.camera2d));
|
|
}
|
|
|
|
/* Load configs */
|
|
function load_configs(file) {
|
|
Log.info(`Loading config file ${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,
|
|
};
|
|
|
|
if (IO.exists("game.config"))
|
|
load_configs("game.config");
|
|
|
|
/* 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(); });
|
|
};
|
|
|
|
load("scripts/physics.js");
|
|
|
|
Game.view_camera = function(cam)
|
|
{
|
|
Game.camera = cam;
|
|
cmd(61, Game.camera.body);
|
|
// cam.zoom = cam.zoom;
|
|
}
|
|
|
|
Window.name = "Primum Machinam (V0.1)";
|
|
Window.width = 1280;
|
|
Window.height = 720;
|
|
|
|
var Asset = {};
|
|
Asset.doc = {
|
|
doc: "Functions to manage the loading and unloading of assets, like sounds and images."
|
|
};
|
|
|