631 lines
14 KiB
JavaScript
631 lines
14 KiB
JavaScript
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,
|
|
|
|
spawn(ur) {
|
|
if (typeof ur === 'string')
|
|
ur = prototypes.get_ur(ur);
|
|
|
|
return ur.type.make(this);
|
|
},
|
|
|
|
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);
|
|
return obj;
|
|
},
|
|
|
|
dup(diff) {
|
|
var dup = World.spawn(gameobjects[this.from]);
|
|
Object.assign(dup, diff);
|
|
return dup;
|
|
},
|
|
|
|
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.objects.forEach(x => x.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);
|
|
});
|
|
},
|
|
instances: [],
|
|
|
|
make(level) {
|
|
level ??= Primum;
|
|
var obj = Object.create(this);
|
|
this.instances.push(obj);
|
|
obj.toString = function() {
|
|
if (obj.ur)
|
|
return obj.ur.tag;
|
|
|
|
return "NO UR"};
|
|
|
|
obj.defn('body', make_gameobject(this.scale,
|
|
this.phys,
|
|
this.mass,
|
|
this.friction,
|
|
this.elasticity) );
|
|
obj.sync();
|
|
obj.defn('components', {});
|
|
|
|
Game.register_obj(obj);
|
|
|
|
cmd(113, obj.body, obj);
|
|
|
|
/* Now that it's concrete in the engine, these functions update to return engine data */
|
|
complete_assign(obj, {
|
|
set scale(x) { 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) {
|
|
var diff = x.sub(this.pos);
|
|
this.objects.forEach(function(x) { x.pos = x.pos.add(diff); });
|
|
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]) {
|
|
obj[prop] = obj[prop].make(obj.body);
|
|
obj[prop].defn('gameobject', obj);
|
|
obj.components[prop] = obj[prop];
|
|
}
|
|
};
|
|
|
|
obj.check_registers(obj);
|
|
|
|
gameobject.make_parentable(obj);
|
|
|
|
/* Spawn subobjects defined */
|
|
if (obj.$) {
|
|
for (var e in obj.$)
|
|
obj.$[e] = obj.spawn(prototypes.get_ur(obj.$[e].ur));
|
|
}
|
|
|
|
if (typeof obj.start === 'function') obj.start();
|
|
|
|
level.add_child(obj);
|
|
|
|
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);
|
|
},
|
|
}
|
|
|
|
gameobject.make_parentable = function(obj) {
|
|
var objects = [];
|
|
|
|
obj.remove_child = function(child) {
|
|
objects.remove(child);
|
|
}
|
|
|
|
obj.add_child = function(child) {
|
|
child.unparent();
|
|
objects.push(child);
|
|
}
|
|
|
|
/* Reparent this object to a new one */
|
|
obj.reparent = function(parent) {
|
|
if (parent === obj.level)
|
|
return;
|
|
|
|
parent.add_child(obj);
|
|
}
|
|
|
|
obj.unparent = function() {
|
|
if (!obj.level) return;
|
|
obj.level.remove_child(obj);
|
|
}
|
|
obj.objects = objects;
|
|
}
|
|
|
|
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));
|
|
|
|
|
|
/* Default objects */
|
|
var prototypes = {};
|
|
prototypes.ur = {};
|
|
prototypes.load_all = function()
|
|
{
|
|
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]);
|
|
}
|
|
}
|
|
}
|
|
|
|
prototypes.save_gameobjects = function() { slurpwrite(JSON.stringify(gameobjects,null,2), "proto.json"); };
|
|
|
|
prototypes.from_file = function(file)
|
|
{
|
|
if (!IO.exists(file)) {
|
|
Log.error(`File ${file} does not exist.`);
|
|
return;
|
|
}
|
|
|
|
var newobj = gameobject.clone(file, {});
|
|
var script = IO.slurp(file);
|
|
|
|
newobj.$ = {};
|
|
var json = {};
|
|
if (IO.exists(file.name() + ".json")) {
|
|
json = JSON.parse(IO.slurp(file.name() + ".json"));
|
|
Object.assign(newobj.$, json.$);
|
|
delete json.$;
|
|
}
|
|
|
|
compile_env(`var self = this; var $ = self.$; ${script}`, newobj, file);
|
|
dainty_assign(newobj, json);
|
|
|
|
file = file.replaceAll('/', '.');
|
|
var path = file.name().split('.');
|
|
var nested_access = function(base, names) {
|
|
for (var i = 0; i < names.length; i++)
|
|
base = base[names[i]] = base[names[i]] || {};
|
|
|
|
return base;
|
|
};
|
|
var a = nested_access(ur, path);
|
|
|
|
a.tag = file.name();
|
|
prototypes.list.push(a.tag);
|
|
a.type = newobj;
|
|
a.instances = [];
|
|
newobj.ur = a;
|
|
|
|
return a;
|
|
}
|
|
prototypes.from_file.doc = "Create a new ur-type from a given script file.";
|
|
prototypes.list = [];
|
|
|
|
prototypes.from_obj = function(name, obj)
|
|
{
|
|
var newobj = gameobject.clone(name, obj);
|
|
prototypes.ur[name] = {
|
|
tag: name,
|
|
type: newobj
|
|
};
|
|
newobj.ur = prototypes.ur[name];
|
|
return prototypes.ur[name];
|
|
}
|
|
|
|
prototypes.load_config = function(name)
|
|
{
|
|
if (!prototypes.ur[name])
|
|
prototypes.ur[name] = gameobject.clone(name);
|
|
|
|
Log.warn(`Made new ur of name ${name}`);
|
|
|
|
return prototypes.ur[name];
|
|
}
|
|
|
|
|
|
prototypes.list_ur = function()
|
|
{
|
|
var list = [];
|
|
function list_obj(obj, prefix)
|
|
{
|
|
prefix ??= "";
|
|
var list = [];
|
|
for (var e in obj) {
|
|
list.push(prefix + e);
|
|
Log.warn("Descending into " + e);
|
|
list.concat(list_obj(obj[e], e + "."));
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
return list_obj(ur);
|
|
}
|
|
|
|
prototypes.get_ur = function(name)
|
|
{
|
|
if (!prototypes.ur[name]) {
|
|
if (IO.exists(name + ".js"))
|
|
prototypes.from_file(name + ".js");
|
|
|
|
prototypes.load_config(name);
|
|
return prototypes.ur[name];
|
|
} else
|
|
return prototypes.ur[name];
|
|
}
|
|
|
|
prototypes.from_obj("polygon2d", {
|
|
polygon2d: polygon2d.clone(),
|
|
});
|
|
|
|
prototypes.from_obj("edge2d", {
|
|
edge2d: bucket.clone(),
|
|
});
|
|
|
|
prototypes.from_obj("sprite", {
|
|
sprite: sprite.clone(),
|
|
});
|
|
|
|
prototypes.generate_ur = function(path)
|
|
{
|
|
var ob = IO.glob("**.js");
|
|
ob = ob.filter(function(str) { return !str.startsWith("scripts"); });
|
|
|
|
ob.forEach(function(name) {
|
|
if (name === "game.js") return;
|
|
if (name === "play.js") return;
|
|
|
|
prototypes.from_file(name);
|
|
});
|
|
}
|
|
|
|
var ur = prototypes.ur;
|
|
|
|
prototypes.from_obj("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));
|
|
},
|
|
});
|
|
|
|
prototypes.from_obj("arena", {});
|