577 lines
13 KiB
JavaScript
577 lines
13 KiB
JavaScript
function grab_from_points(pos, points, slop) {
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var shortest = slop;
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var idx = -1;
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points.forEach(function(x,i) {
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if (Vector.length(pos.sub(x)) < shortest) {
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shortest = Vector.length(pos.sub(x));
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idx = i;
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}
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});
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return idx;
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};
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var gameobject = {
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scale: 1.0,
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save: true,
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selectable: true,
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spawn(ur) {
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if (typeof ur === 'string')
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ur = prototypes.get_ur(ur);
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return ur.type.make(this);
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},
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clone(name, ext) {
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var obj = Object.create(this);
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complete_assign(obj, ext);
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return obj;
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},
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layer: 0, /* Collision layer; should probably have been called "mask" */
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layer_nuke() {
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Nuke.label("Collision layer");
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Nuke.newline(Collision.num);
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for (var i = 0; i < Collision.num; i++)
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this.layer = Nuke.radio(i, this.layer, i);
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},
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draw_layer: 1,
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draw_layer_nuke() {
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Nuke.label("Draw layer");
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Nuke.newline(5);
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for (var i = 0; i < 5; i++)
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this.draw_layer = Nuke.radio(i, this.draw_layer, i);
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},
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ed_locked: false,
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_visible: true,
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get visible(){ return this._visible; },
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set visible(x) {
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this._visible = x;
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for (var key in this.components) {
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if ('visible' in this.components[key]) {
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this.components[key].visible = x;
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}
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}
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},
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mass: 1,
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phys: 2,
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phys_nuke() {
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Nuke.newline(1);
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Nuke.label("phys");
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Nuke.newline(3);
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this.phys = Nuke.radio("dynamic", this.phys, 0);
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this.phys = Nuke.radio("kinematic", this.phys, 1);
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this.phys = Nuke.radio("static", this.phys, 2);
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},
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friction: 0,
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elasticity: 0,
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flipx: false,
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flipy: false,
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set_center(pos) {
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var change = pos.sub(this.pos);
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this.pos = pos;
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for (var key in this.components) {
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this.components[key].finish_center(change);
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}
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},
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varname: "",
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pos: [0,0],
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set relpos(x) {
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if (!this.level) {
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this.pos = x;
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return;
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}
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this.pos = Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.pos);
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},
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get relpos() {
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if (!this.level) return this.pos;
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var offset = this.pos.sub(this.level.pos);
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return Vector.rotate(offset, -Math.deg2rad(this.level.angle));
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},
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angle: 0,
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get relangle() {
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if (!this.level) return this.angle;
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return this.angle - this.level.angle;
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},
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velocity: [0,0],
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angularvelocity: 0,
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gizmo: "", /* Path to an image to draw for this gameobject */
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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({t:0, r:0,b:0,l:0});
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for (var key in this.components) {
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if ('boundingbox' in this.components[key])
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boxes.push(this.components[key].boundingbox());
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}
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if (boxes.empty) return cwh2bb([0,0], [0,0]);
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var bb = boxes[0];
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boxes.forEach(function(x) {
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bb = bb_expand(bb, x);
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});
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var cwh = bb2cwh(bb);
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if (!bb) return;
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if (this.flipx) cwh.c.x *= -1;
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if (this.flipy) cwh.c.y *= -1;
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cwh.c = cwh.c.add(this.pos);
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bb = cwh2bb(cwh.c, cwh.wh);
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return bb ? bb : cwh2bb([0,0], [0,0]);
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},
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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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stop() {},
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/* Make a unique object the same as its prototype */
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revert() {
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// unmerge(this, this.prop_obj());
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},
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gui() {
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var go_guis = walk_up_get_prop(this, 'go_gui');
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Nuke.newline();
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go_guis.forEach(function(x) { x.call(this); }, this);
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for (var key in this) {
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if (typeof this[key] === 'object' && 'gui' in this[key]) this[key].gui();
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}
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},
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check_registers(obj) {
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Register.unregister_obj(this);
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if (typeof obj.update === 'function')
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Register.update.register(obj.update, obj);
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if (typeof obj.physupdate === 'function')
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Register.physupdate.register(obj.physupdate, obj);
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if (typeof obj.collide === 'function')
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obj.register_hit(obj.collide, obj);
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if (typeof obj.separate === 'function')
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obj.register_separate(obj.separate, obj);
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if (typeof obj.draw === 'function')
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Register.draw.register(obj.draw,obj);
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if (typeof obj.debug === 'function')
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Register.debug.register(obj.debug, obj);
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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, x, obj.body, x.shape);
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});
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},
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instances: [],
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make(level) {
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level ??= Primum;
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var obj = Object.create(this);
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this.instances.push(obj);
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obj.toString = function() {
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if (obj.ur)
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return obj.ur.tag;
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return "NO UR"};
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obj.defn('body', make_gameobject(this.scale,
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this.phys,
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this.mass,
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this.friction,
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this.elasticity) );
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obj.defn('components', {});
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Game.register_obj(obj);
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cmd(113, obj.body, obj);
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/* Now that it's concrete in the engine, these functions update to return engine data */
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complete_assign(obj, {
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set scale(x) { cmd(36, this.body, x); },
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get scale() { return cmd(103, this.body); },
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get flipx() { return cmd(104,this.body); },
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set flipx(x) { cmd(55, this.body, x); },
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get flipy() { return cmd(105,this.body); },
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set flipy(x) { cmd(56, this.body, x); },
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get angle() { return Math.rad2deg(q_body(2,this.body))%360; },
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set angle(x) { set_body(0,this.body, Math.deg2rad(x)); },
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set pos(x) {
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var diff = x.sub(this.pos);
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this.objects.forEach(function(x) { x.pos = x.pos.add(diff); });
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set_body(2,this.body,x); },
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get pos() { return q_body(1,this.body); },
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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 mass(x) { set_body(7,this.body,x); },
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get mass() { return q_body(5, 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 angularvelocity() { return Math.rad2deg(q_body(4, this.body)); },
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set angularvelocity(x) { set_body(8, this.body, Math.deg2rad(x)); },
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pulse(vec) { set_body(4, this.body, vec);},
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push(vec) { set_body(12,this.body,vec);},
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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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set layer(x) { cmd(75,this.body,x); },
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get layer() { return 0; },
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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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on_ground() { return !this.in_air(); },
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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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dirty() { return false; },
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dup(diff) {
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var dup = Primum.spawn(this.ur);
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Object.assign(dup, this);
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return dup;
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},
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kill() {
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if (this.body === -1) {
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Log.warn(`Object is already dead!`);
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return;
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}
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Register.endofloop(() => {
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cmd(2, this.body);
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delete Game.objects[this.body];
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if (this.level)
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this.level.unregister(this);
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Player.uncontrol(this);
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this.instances.remove(this);
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Register.unregister_obj(this);
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// Signal.clear_obj(this);
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this.body = -1;
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for (var key in this.components) {
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Register.unregister_obj(this.components[key]);
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this.components[key].kill();
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}
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this.objects.forEach(x => x.kill());
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this.stop();
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});
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},
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up() { return [0,1].rotate(Math.deg2rad(this.angle));},
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down() { return [0,-1].rotate(Math.deg2rad(this.angle));},
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right() { return [1,0].rotate(Math.deg2rad(this.angle));},
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left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
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toJSON() {
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var ret = {};
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for (var key in this) {
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var prop = Object.getOwnPropertyDescriptor(this, key);
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if (!prop) continue;
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if (prop.get) {
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if (prop.get() !== Object.getPrototypeOf(this)[key])
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ret[key] = prop.get();
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}
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else
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ret[key] = this[key];
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}
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return ret;
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},
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});
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for (var prop in obj) {
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if (typeof obj[prop] === 'object' && 'make' in obj[prop]) {
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obj[prop] = obj[prop].make(obj.body);
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obj[prop].defn('gameobject', obj);
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obj.components[prop] = obj[prop];
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}
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};
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obj.check_registers(obj);
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gameobject.make_parentable(obj);
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/* Spawn subobjects defined */
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if (obj.$) {
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for (var e in obj.$)
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obj.$[e] = obj.spawn(prototypes.get_ur(obj.$[e].ur));
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}
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if (typeof obj.start === 'function') obj.start();
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level.add_child(obj);
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return obj;
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},
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register_hit(fn, obj) {
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if (!obj)
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obj = this;
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Signal.obj_begin(fn, obj, this);
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},
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register_separate(fn, obj) {
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if (!obj)
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obj = this;
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Signal.obj_separate(fn,obj,this);
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},
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}
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gameobject.make_parentable = function(obj) {
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var objects = [];
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obj.remove_child = function(child) {
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objects.remove(child);
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}
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obj.add_child = function(child) {
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child.unparent();
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objects.push(child);
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child.level = obj;
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}
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/* Reparent this object to a new one */
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obj.reparent = function(parent) {
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if (parent === obj.level)
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return;
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parent.add_child(obj);
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obj.level = parent;
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}
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obj.unparent = function() {
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if (!obj.level) return;
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obj.level.remove_child(obj);
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obj.parent = undefined;
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}
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obj.objects = objects;
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}
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/* Default objects */
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var prototypes = {};
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prototypes.ur = {};
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prototypes.load_all = function()
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{
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if (IO.exists("proto.json"))
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prototypes = JSON.parse(IO.slurp("proto.json"));
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for (var key in prototypes) {
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if (key in gameobjects)
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dainty_assign(gameobjects[key], prototypes[key]);
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else {
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/* Create this gameobject fresh */
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Log.info("Making new prototype: " + key + " from " + prototypes[key].from);
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var newproto = gameobjects[prototypes[key].from].clone(key);
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gameobjects[key] = newproto;
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for (var pkey in newproto)
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if (typeof newproto[pkey] === 'object' && newproto[pkey] && 'clone' in newproto[pkey])
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newproto[pkey] = newproto[pkey].clone();
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dainty_assign(gameobjects[key], prototypes[key]);
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}
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}
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}
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prototypes.save_gameobjects = function() { slurpwrite(JSON.stringify(gameobjects,null,2), "proto.json"); };
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prototypes.from_file = function(file)
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{
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if (!IO.exists(file)) {
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Log.error(`File ${file} does not exist.`);
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return;
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}
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var newobj = gameobject.clone(file, {});
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var script = IO.slurp(file);
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newobj.$ = {};
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var json = {};
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if (IO.exists(file.name() + ".json")) {
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json = JSON.parse(IO.slurp(file.name() + ".json"));
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Object.assign(newobj.$, json.$);
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delete json.$;
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}
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compile_env(`var self = this; var $ = self.$; ${script}`, newobj, file);
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dainty_assign(newobj, json);
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file = file.replaceAll('/', '.');
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var path = file.name().split('.');
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var nested_access = function(base, names) {
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for (var i = 0; i < names.length; i++)
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base = base[names[i]] = base[names[i]] || {};
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return base;
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};
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var a = nested_access(ur, path);
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a.tag = file.name();
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prototypes.list.push(a.tag);
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a.type = newobj;
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a.instances = [];
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newobj.ur = a;
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return a;
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}
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prototypes.from_file.doc = "Create a new ur-type from a given script file.";
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prototypes.list = [];
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prototypes.from_obj = function(name, obj)
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{
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var newobj = gameobject.clone(name, obj);
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prototypes.ur[name] = {
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tag: name,
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type: newobj
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};
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newobj.ur = prototypes.ur[name];
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return prototypes.ur[name];
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}
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prototypes.load_config = function(name)
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{
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if (!prototypes.ur[name])
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prototypes.ur[name] = gameobject.clone(name);
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Log.warn(`Made new ur of name ${name}`);
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return prototypes.ur[name];
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}
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prototypes.list_ur = function()
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{
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var list = [];
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function list_obj(obj, prefix)
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{
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prefix ??= "";
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var list = [];
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for (var e in obj) {
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list.push(prefix + e);
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Log.warn("Descending into " + e);
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list.concat(list_obj(obj[e], e + "."));
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}
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return list;
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}
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return list_obj(ur);
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}
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prototypes.get_ur = function(name)
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{
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if (!prototypes.ur[name]) {
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if (IO.exists(name + ".js"))
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prototypes.from_file(name + ".js");
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prototypes.load_config(name);
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return prototypes.ur[name];
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} else
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return prototypes.ur[name];
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}
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prototypes.from_obj("polygon2d", {
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polygon2d: polygon2d.clone(),
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});
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prototypes.from_obj("edge2d", {
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edge2d: bucket.clone(),
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});
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prototypes.from_obj("sprite", {
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sprite: sprite.clone(),
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});
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prototypes.generate_ur = function(path)
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{
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var ob = IO.glob("**.js");
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ob = ob.filter(function(str) { return !str.startsWith("scripts"); });
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ob.forEach(function(name) {
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if (name === "game.js") return;
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if (name === "play.js") return;
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prototypes.from_file(name);
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});
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}
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var ur = prototypes.ur;
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prototypes.from_obj("camera2d", {
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phys: Physics.kinematic,
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speed: 300,
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get zoom() { return cmd(135); },
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set zoom(x) {
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x = Math.clamp(x,0.1,10);
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cmd(62, x);
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},
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speedmult: 1.0,
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selectable: false,
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view2world(pos) {
|
|
pos.y *= -1;
|
|
return pos.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));
|
|
},
|
|
});
|
|
|
|
prototypes.from_obj("arena", {});
|