prosperon/source/scripts/engine.js

1216 lines
26 KiB
JavaScript

var files = {};
function load(file) {
var modtime = cmd(0, file);
if (modtime === 0) {
Log.stack();
return false;
}
files[file] = modtime;
}
load("scripts/std.js");
function initialize()
{
if (IO.exists("config.js"))
load("config.js");
if (Cmdline.play)
run("scripts/play.js");
else
run("scripts/editor.js");
}
function run(file)
{
var modtime = cmd(119, file);
if (modtime === 0) {
Log.stack();
return false;
}
files[file] = modtime;
return cmd(117, file);
}
load("scripts/base.js");
load("scripts/diff.js");
Log.level = 1;
var Color = {
white: [255,255,255,255],
blue: [84,110,255,255],
green: [120,255,10,255],
yellow: [251,255,43,255],
red: [255,36,20,255],
teal: [96, 252, 237,255],
gray: [181, 181,181,255],
cyan: [0,255,255],
};
function bb2wh(bb) {
return [bb.r-bb.l, bb.t-bb.b];
};
load("scripts/gui.js");
var timer = {
guardfn(fn) {
if (typeof fn === 'function')
fn();
else {
Log.warn("TIMER TRYING TO EXECUTE WIHTOUT!!!");
Log.warn(this);
this.kill();
}
},
make(fn, secs,obj,loop) {
if (secs === 0) {
fn.call(obj);
return;
}
var t = clone(this);
t.callback = fn;
var guardfn = function() {
if (typeof t.callback === 'function')
t.callback();
else
Log.warn("Timer trying to execute without a function.");
};
t.id = make_timer(guardfn, secs, obj);
return t;
},
oneshot(fn, secs,obj) {
var t = this.make(() => {
fn.call();
t.kill();
},secs);
t.loop = 0;
t.start();
},
get remain() { return cmd(32, this.id); },
get on() { return cmd(33, this.id); },
get loop() { return cmd(34, this.id); },
set loop(x) { cmd(35, this.id, x); },
start() { cmd(26, this.id); },
stop() { cmd(25, this.id); },
pause() { cmd(24, this.id); },
kill() { cmd(27, this.id); },
set time(x) { cmd(28, this.id, x); },
get time() { return cmd(29, this.id); },
get pct() { return this.remain / this.time; },
};
var animation = {
time: 0,
loop: false,
playtime: 0,
playing: false,
keyframes: [],
create() {
var anim = Object.create(animation);
Register.update.register(anim.update, anim);
return anim;
},
start() {
this.playing = true;
this.time = this.keyframes.last[1];
this.playtime = 0;
},
interval(a, b, t) {
return (t - a) / (b - a);
},
near_val(t) {
for (var i = 0; i < this.keyframes.length-1; i++) {
if (t > this.keyframes[i+1][1]) continue;
return this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t) >= 0.5 ? this.keyframes[i+1][0] : this.keyframes[i][0];
}
return this.keyframes.last[0];
},
lerp_val(t) {
for (var i = 0; i < this.keyframes.length-1; i++) {
if (t > this.keyframes[i+1][1]) continue;
var intv = this.interval(this.keyframes[i][1], this.keyframes[i+1][1], t);
return ((1 - intv) * this.keyframes[i][0]) + (intv * this.keyframes[i+1][0]);
}
return this.keyframes.last[0];
},
cubic_val(t) {
},
mirror() {
if (this.keyframes.length <= 1) return;
for (var i = this.keyframes.length-1; i >= 1; i--) {
this.keyframes.push(this.keyframes[i-1]);
this.keyframes.last[1] = this.keyframes[i][1] + (this.keyframes[i][1] - this.keyframes[i-1][1]);
}
},
update(dt) {
if (!this.playing) return;
this.playtime += dt;
if (this.playtime >= this.time) {
if (this.loop)
this.playtime = 0;
else {
this.playing = false;
return;
}
}
this.fn(this.lerp_val(this.playtime));
},
};
var Render = {
normal() {
cmd(67);
},
wireframe() {
cmd(68);
},
};
var Mouse = {
get pos() {
return cmd(45);
},
get screenpos() {
var p = this.pos;
p.y = Window.dimensions.y - p.y;
return p;
},
get worldpos() {
return screen2world(cmd(45));
},
disabled() {
cmd(46, 212995);
},
hidden() {
cmd(46, 212994);
},
normal() {
cmd(46, 212993);
},
};
var Keys = {
shift() {
return cmd(50, 340);// || cmd(50, 344);
},
ctrl() {
return cmd(50, 341);// || cmd(50, 344);
},
alt() {
return cmd(50, 342);// || cmd(50, 346);
},
super() {
return cmd(50, 343);// || cmd(50, 347);
},
};
load("scripts/physics.js");
load("scripts/input.js");
load("scripts/sound.js");
function screen2world(screenpos) { return Game.camera.view2world(screenpos); }
function world2screen(worldpos) { return Game.camera.world2view(worldpos); }
var Register = {
inloop: false,
loopcbs: [],
finloop() {
this.loopcbs.forEach(x => x());
this.loopcbs = [];
},
wraploop(loop) {
this.inloop = true;
loop();
this.inloop = false;
this.finloop();
},
kbm_input(mode, btn, state, ...args) {
switch(mode) {
case "emacs":
Player.players[0].raw_input(btn, state, ...args);
break;
};
if (btn === 'lmouse')
btn = 'lm';
if (btn === 'rmouse')
btn = 'rm';
},
gamepad_playermap: [],
gamepad_input(pad, btn, state, ...args) {
var player = this.gamepad_playermap[pad];
if (!player) return;
var statestr = Input.state2str(state);
var rawfn = `gamepad_${btn}_${statestr}`;
player.input(rawfn, ...args);
Action.actions.forEach(x => {
if (x.inputs.includes(btn))
player.input(`action_${x.name}_${statestr}`, ...args);
});
},
unregister_obj(obj) {
Register.registries.forEach(function(x) {
x.unregister_obj(obj);
});
Player.uncontrol(obj);
},
endofloop(fn) {
if (!this.inloop)
fn();
else {
this.loopcbs.push(fn);
}
},
clear() {
Register.registries.forEach(function(n) {
n.entries = [];
});
},
registries: [],
add_cb(idx, name) {
var entries = [];
var n = {};
n.register = function(fn, obj) {
if (!obj) {
Log.error("Refusing to register a function without a destroying object.");
return;
}
entries.push({
fn: fn,
obj: obj
});
}
n.unregister = function(fn) {
entries = entries.filter(function(e) { return e.fn !== f; });
}
n.unregister_obj = function(obj) {
entries = entries.filter(function(e) { return e.obj !== obj; });
}
n.broadcast = function(...args) {
entries.forEach(x => x.fn.call(x.obj, ...args));
}
n.clear = function() {
entries = [];
}
register(idx, n.broadcast, n);
Register[name] = n;
Register.registries.push(n);
return n;
},
};
Register.add_cb(0, "update").doc = "Called once per frame.";
Register.add_cb(1, "physupdate");
Register.add_cb(2, "gui");
Register.add_cb(3, "nk_gui");
Register.add_cb(6, "debug");
register(7, Register.kbm_input, Register);
Register.add_cb(8, "gamepad_input");
Register.add_cb(10, "draw");
register(9, Log.stack, this);
Register.gamepad_playermap[0] = Player.players[0];
Player.players[0].control(GUI);
var Signal = {
signals: [],
obj_begin(fn, obj, go) {
this.signals.push([fn, obj]);
register_collide(0, fn, obj, go.body);
},
obj_separate(fn, obj, go) {
this.signals.push([fn,obj]);
register_collide(3,fn,obj,go.body);
},
clera_obj(obj) {
this.signals.filter(function(x) { return x[1] !== obj; });
},
c:{},
register(name, fn) {
if (!this.c[name])
this.c[name] = [];
this.c[name].push(fn);
},
call(name, ...args) {
if (this.c[name])
this.c[name].forEach(function(fn) { fn.call(this, ...args); });
},
};
var Window = {
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]; },
};
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;
};
*/
load("scripts/components.js");
function replacer_empty_nil(key, val) {
if (typeof val === 'object' && JSON.stringify(val) === '{}')
return undefined;
// if (typeof val === 'number')
// return parseFloat(val.toFixed(4));
return val;
};
function clean_object(obj) {
Object.keys(obj).forEach(function(x) {
if (!(x in obj.__proto__)) return;
switch(typeof obj[x]) {
case 'object':
if (Array.isArray(obj[x])) {
if (obj[x].equal(obj.__proto__[x])) {
delete obj[x];
}
} else
clean_object(obj[x]);
break;
case 'function':
return;
default:
if (obj[x] === obj.__proto__[x])
delete obj[x];
break;
}
});
};
function find_com(objects)
{
if (!objects || objects.length === 0)
return [0,0];
var com = [0,0];
com[0] = objects.reduce(function(acc, val) {
return acc + val.pos[0];
}, 0);
com[0] /= objects.length;
com[1] = objects.reduce(function(acc, val) {
return acc + val.pos[1];
}, 0);
com[1] /= objects.length;
return com;
};
var Game = {
objects: [],
resolution: [1200,720],
name: "Untitled",
register_obj(obj) {
this.objects[obj.body] = obj;
},
/* Returns an object given an id */
object(id) {
return this.objects[id];
},
/* Returns a list of objects by name */
find(name) {
},
/* Return a list of objects derived from a specific prototype */
find_proto(proto) {
},
/* List of all objects spawned that have a specific tag */
find_tag(tag) {
},
groupify(objects, spec) {
var newgroup = {
locked: true,
breakable: true,
objs: objects,
// get pos() { return find_com(objects); },
// set pos(x) { this.objs.forEach(function(obj) { obj.pos = x; }) },
};
Object.assign(newgroup, spec);
objects.forEach(function(x) {
x.defn('group', newgroup);
});
var bb = bb_from_objects(newgroup.objs);
newgroup.startbb = bb2cwh(bb);
newgroup.bboffset = newgroup.startbb.c.sub(newgroup.objs[0].pos);
newgroup.boundingbox = function() {
newgroup.startbb.c = newgroup.objs[0].pos.add(newgroup.bboffset);
return cwh2bb(newgroup.startbb.c, newgroup.startbb.wh);
};
if (newgroup.file)
newgroup.color = [120,255,10];
return newgroup;
},
quit()
{
sys_cmd(0);
},
pause()
{
sys_cmd(3);
},
stop()
{
Game.pause();
/* And return to editor .. */
Log.warn("Stopping not implemented. Paused, and go to editor.");
},
step()
{
sys_cmd(4);
},
render() { sys_cmd(10); },
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 = [];
},
};
Register.update.register(Game.exec, Game);
load("scripts/level.js");
var World = Level.create();
World.name = "World";
World.fullpath = function() { return World.name; };
World.load = function(lvl) {
if (World.loaded)
World.loaded.kill();
World.loaded = World.spawn(lvl);
return World.loaded;
};
var gameobjects = {};
var Prefabs = gameobjects;
function grab_from_points(pos, points, slop) {
var shortest = slop;
var idx = -1;
points.forEach(function(x,i) {
if (Vector.length(pos.sub(x)) < shortest) {
shortest = Vector.length(pos.sub(x));
idx = i;
}
});
return idx;
};
var gameobject = {
scale: 1.0,
save: true,
selectable: true,
layer: 0, /* Collision layer; should probably have been called "mask" */
layer_nuke() {
Nuke.label("Collision layer");
Nuke.newline(Collision.num);
for (var i = 0; i < Collision.num; i++)
this.layer = Nuke.radio(i, this.layer, i);
},
draw_layer: 1,
draw_layer_nuke() {
Nuke.label("Draw layer");
Nuke.newline(5);
for (var i = 0; i < 5; i++)
this.draw_layer = Nuke.radio(i, this.draw_layer, i);
},
in_air() {
return q_body(7, this.body);
},
on_ground() { return !this.in_air(); },
name: "gameobject",
toString() { return this.name; },
clone(name, ext) {
var obj = Object.create(this);
complete_assign(obj, ext);
gameobjects[name] = obj;
obj.defc('name', name);
obj.from = this.name;
obj.defn('instances', []);
obj.obscure('from');
return obj;
},
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.stop();
});
},
get up() {
return [0,1].rotate(Math.deg2rad(this.angle));
},
get down() {
return [0,-1].rotate(Math.deg2rad(this.angle));
},
get right() {
return [1,0].rotate(Math.deg2rad(this.angle));
},
get left() {
return [-1,0].rotate(Math.deg2rad(this.angle));
},
/* Make a unique object the same as its prototype */
revert() {
unmerge(this, this.prop_obj());
this.sync();
},
gui() {
var go_guis = walk_up_get_prop(this, 'go_gui');
Nuke.newline();
go_guis.forEach(function(x) { x.call(this); }, this);
for (var key in this) {
if (typeof this[key] === 'object' && 'gui' in this[key]) this[key].gui();
}
},
world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body,pos); },
check_registers(obj) {
Register.unregister_obj(this);
if (typeof obj.update === 'function')
Register.update.register(obj.update, obj);
if (typeof obj.physupdate === 'function')
Register.physupdate.register(obj.physupdate, obj);
if (typeof obj.collide === 'function')
obj.register_hit(obj.collide, obj);
if (typeof obj.separate === 'function')
obj.register_separate(obj.separate, obj);
if (typeof obj.draw === 'function')
Register.draw.register(obj.draw,obj);
if (typeof obj.debug === 'function')
Register.debug.register(obj.debug, obj);
obj.components.forEach(function(x) {
if (typeof x.collide === 'function')
register_collide(1, x.collide, x, obj.body, x.shape);
});
},
make(props, level) {
level ??= World;
var obj = Object.create(this);
this.instances.push(obj);
obj.toString = function() {
var props = obj.prop_obj();
for (var key in props)
if (typeof props[key] === 'object' && !props[key] === null && props[key].empty)
delete props[key];
var edited = !props.empty;
return (edited ? "#" : "") + obj.name + " object " + obj.body + ", layer " + obj.draw_layer + ", phys " + obj.layer;
};
obj.fullpath = function() {
return `${obj.level.fullpath()}.${obj.name}`;
};
obj.deflock('toString');
obj.defc('from', this.name);
obj.defn('body', make_gameobject(this.scale,
this.phys,
this.mass,
this.friction,
this.elasticity) );
complete_assign(obj, props);
obj.sync();
obj.defn('components', {});
cmd(113, obj.body, obj);
complete_assign(obj, {
set scale(x) {
Log.warn(obj.body); cmd(36, obj.body, x); },
get scale() { return cmd(103, obj.body); },
get flipx() { return cmd(104,obj.body); },
set flipx(x) { cmd(55, obj.body, x); },
get flipy() { return cmd(105,obj.body); },
set flipy(x) { cmd(56, obj.body, x); },
get angle() { return Math.rad2deg(q_body(2,obj.body))%360; },
set angle(x) { set_body(0,obj.body, Math.deg2rad(x)); },
set pos(x) { set_body(2,obj.body,x); },
get pos() { return q_body(1,obj.body); },
get elasticity() { return cmd(107,obj.body); },
set elasticity(x) { cmd(106,obj.body,x); },
get friction() { return cmd(109,obj.body); },
set friction(x) { cmd(108,obj.body,x); },
set mass(x) { set_body(7,obj.body,x); },
get mass() { return q_body(5, obj.body); },
set phys(x) { set_body(1, obj.body, x); },
get phys() { return q_body(0,obj.body); },
});
for (var prop in obj) {
if (typeof obj[prop] === 'object' && 'make' in obj[prop]) {
if (prop === 'flipper') return;
obj[prop] = obj[prop].make(obj.body);
obj[prop].defn('gameobject', obj);
obj.components[prop] = obj[prop];
}
};
obj.check_registers(obj);
if ('begin' in obj) obj.begin();
return obj;
},
register_hit(fn, obj) {
if (!obj)
obj = this;
Signal.obj_begin(fn, obj, this);
},
register_separate(fn, obj) {
if (!obj)
obj = this;
Signal.obj_separate(fn,obj,this);
},
}
var locks = ['height', 'width', 'visible', 'body', 'controlled', 'selectable', 'save', 'velocity', 'angularvelocity', 'alive', 'boundingbox', 'name', 'scale', 'angle', 'properties', 'moi', 'relpos', 'relangle', 'up', 'down', 'right', 'left', 'bodytype', 'gizmo', 'pos'];
locks.forEach(x => gameobject.obscure(x));
/* Load configs */
function load_configs(file) {
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");
var camera2d = gameobject.clone("camera2d", {
phys: gameobject.bodytype.kinematic,
speed: 300,
get zoom() { return this._zoom; },
set zoom(x) {
if (x <= 0) return;
this._zoom = x;
cmd(62, this._zoom);
},
_zoom: 1.0,
speedmult: 1.0,
selectable: false,
view2world(pos) {
return pos.mapc(mult, [1,-1]).add([-Window.width,Window.height].scale(0.5)).scale(this.zoom).add(this.pos);
},
world2view(pos) {
return pos.sub(this.pos).scale(1/this.zoom).add(Window.dimensions.scale(0.5));
},
});
Game.view_camera = function(cam)
{
Game.camera = cam;
cmd(61, Game.camera.body);
}
Game.view_camera(World.spawn(camera2d));
win_make(Game.title, Game.resolution[0], Game.resolution[1]);
/* 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 ${file} does not exist.`);
return;
}
var newobj = gameobject.clone(file, {});
var script = IO.slurp(file);
compile_env(`var self = this;${script}`, newobj, file);
prototypes.ur[file.name()] = newobj;
return newobj;
}
prototypes.from_file.doc = "Create a new ur-type from a given script file.";
prototypes.from_obj = function(name, obj)
{
var newobj = gameobject.clone(name, obj);
prototypes.ur[name] = newobj;
return newobj;
}
prototypes.load_config = function(name)
{
if (!prototypes.config) {
prototypes.config = {};
if (IO.exists("proto.json"))
prototypes.config = JSON.parse(IO.slurp("proto.json"));
}
Log.warn(`Loading a config for ${name}`);
if (!prototypes.ur[name])
prototypes.ur[name] = gameobject.clone(name);
return prototypes.ur[name];
}
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];
}
var Gamestate = {};
prototypes.from_obj("polygon2d", {
polygon2d: polygon2d.clone(),
});
prototypes.from_obj("edge2d", {
edge2d: bucket.clone(),
});
prototypes.from_obj("sprite", {
sprite: sprite.clone(),
});