prosperon/source/scripts/level.js

501 lines
11 KiB
JavaScript

var Level = {
levels: [],
objects: [],
alive: true,
selectable: true,
toString() {
if (this.file)
return this.file;
return "Loose level";
},
fullpath() {
//return `${this.level.fullpath()}.${this.name}`;
},
get boundingbox() {
return bb_from_objects(this.objects);
},
varname2obj(varname) {
for (var i = 0; i < this.objects.length; i++)
if (this.objects[i].varname === varname)
return this.objects[i];
return null;
},
run() {
// TODO: If an object does not have a varname, give it one based on its parent
this.objects.forEach(function(x) {
if (x.hasOwn('varname')) {
scene[x.varname] = x;
this[x.varname] = x;
}
},this);
var script = IO.slurp(this.scriptfile);
compile_env(`var self = this;${script}`, this, this.scriptfile);
if (typeof this.update === 'function')
Register.update.register(this.update, this);
if (typeof this.gui === 'function')
Register.gui.register(this.gui, this);
if (typeof this.nk_gui === 'function')
register_nk_gui(this.nk_gui, this);
if (typeof this.inputs === 'object') {
Player.players[0].control(this);
}
},
revert() {
delete this.unique;
this.load(this.filelvl);
},
/* Returns how many objects this level created are still alive */
object_count() {
return objects.length();
},
/* Save a list of objects into file, with pos acting as the relative placement */
saveas(objects, file, pos) {
if (!pos) pos = find_com(objects);
objects.forEach(function(obj) {
obj.pos = obj.pos.sub(pos);
});
var newlvl = Level.create();
objects.forEach(function(x) { newlvl.register(x); });
var save = newlvl.save();
slurpwrite(save, file);
},
clean() {
for (var key in this.objects)
clean_object(this.objects[key]);
for (var key in gameobjects)
clean_object(gameobjects[key]);
},
sync_file(file) {
var openlvls = this.levels.filter(function(x) { return x.file === file && x !== editor.edit_level; });
openlvls.forEach(function(x) {
x.clear();
x.load(IO.slurp(x.file));
x.flipdirty = true;
x.sync();
x.flipdirty = false;
x.check_dirty();
});
},
save() {
this.clean();
var pos = this.pos;
var angle = this.angle;
this.pos = [0,0];
this.angle = 0;
if (this.flipx) {
this.objects.forEach(function(obj) {
this.mirror_x_obj(obj);
}, this);
}
if (this.flipy) {
this.objects.forEach(function(obj) {
this.mirror_y_obj(obj);
}, this);
}
var savereturn = JSON.stringify(this.objects, replacer_empty_nil, 1);
if (this.flipx) {
this.objects.forEach(function(obj) {
this.mirror_x_obj(obj);
}, this);
}
if (this.flipy) {
this.objects.forEach(function(obj) {
this.mirror_y_obj(obj);
}, this);
}
this.pos = pos;
this.angle = angle;
return savereturn;
},
mirror_x_obj(obj) {
obj.flipx = !obj.flipx;
var rp = obj.relpos;
obj.pos = [-rp.x, rp.y].add(this.pos);
obj.angle = -obj.angle;
},
mirror_y_obj(obj) {
var rp = obj.relpos;
obj.pos = [rp.x, -rp.y].add(this.pos);
obj.angle = -obj.angle;
},
/* TODO: Remove this; make it work without */
toJSON() {
var obj = {};
obj.file = this.file;
obj.pos = this._pos;
obj.angle = this._angle;
obj.from = "group";
obj.flipx = this.flipx;
obj.flipy = this.flipy;
obj.scale = this.scale;
if (this.varname)
obj.varname = this.varname;
if (!this.unique)
return obj;
obj.objects = {};
this.objects.forEach(function(x,i) {
obj.objects[i] = {};
var adiff = Math.abs(x.relangle - this.filelvl[i]._angle) > 1e-5;
if (adiff)
obj.objects[i].angle = x.relangle;
var pdiff = Vector.equal(x.relpos, this.filelvl[i]._pos, 1e-5);
if (!pdiff)
obj.objects[i].pos = x._pos.sub(this.pos);
if (obj.objects[i].empty)
delete obj.objects[i];
}, this);
return obj;
},
register(obj) {
if (obj.level)
obj.level.unregister(obj);
this.objects.push(obj);
},
make() {
return Level.loadfile(this.file, this.pos);
},
spawn(prefab) {
if (typeof prefab === 'string') {
var newobj = this.addfile(prefab);
return newobj;
}
var newobj = prefab.make();
newobj.defn('level', this);
this.objects.push(newobj);
Game.register_obj(newobj);
newobj.setup?.();
newobj.start?.();
if (newobj.update)
Register.update.register(newobj.update, newobj);
return newobj;
},
dup(level) {
level ??= this.level;
var n = level.spawn(this.from);
/* TODO: Assign this's properties to the dup */
return ;n
},
create() {
var newlevel = Object.create(this);
newlevel.objects = [];
newlevel._pos = [0,0];
newlevel._angle = 0;
newlevel.color = Color.green;
/* newlevel.toString = function() {
return (newlevel.unique ? "#" : "") + newlevel.file;
};
*/
newlevel.filejson = newlevel.save();
return newlevel;
},
addfile(file) {
/* TODO: Register this as a prefab for caching */
var lvl = this.loadfile(file);
this.objects.push(lvl);
lvl.level = this;
return lvl;
},
check_dirty() {
this.dirty = this.save() !== this.filejson;
},
start() {
this.objects.forEach(function(x) { if ('start' in x) x.start(); });
},
loadlevel(file) {
var lvl = Level.loadfile(file);
if (lvl && Game.playing())
lvl.start();
return lvl;
},
loadfile(file) {
if (!file.endsWith(".lvl")) file = file + ".lvl";
var newlevel = Level.create();
if (IO.exists(file)) {
newlevel.filejson = IO.slurp(file);
try {
newlevel.filelvl = JSON.parse(newlevel.filejson);
newlevel.load(newlevel.filelvl);
} catch (e) {
newlevel.ed_gizmo = function() { GUI.text("Invalid level file: " + newlevel.file, world2screen(newlevel.pos), 1, Color.red); };
newlevel.selectable = false;
throw e;
}
newlevel.file = file;
newlevel.dirty = false;
}
var scriptfile = file.replace('.lvl', '.js');
if (IO.exists(scriptfile)) {
newlevel.script = IO.slurp(scriptfile);
newlevel.scriptfile = scriptfile;
}
newlevel.from = scriptfile.replace('.js','');
newlevel.file = newlevel.from;
newlevel.run();
return newlevel;
},
/* Spawns all objects specified in the lvl json object */
load(lvl) {
this.clear();
this.levels.push_unique(this);
if (!lvl) {
Log.warn("Level is " + lvl + ". Need a better formed one.");
return;
}
var opos = this.pos;
var oangle = this.angle;
this.pos = [0,0];
this.angle = 0;
var objs;
var created = [];
if (typeof lvl === 'string')
objs = JSON.parse(lvl);
else
objs = lvl;
if (typeof objs === 'object')
objs = objs.array();
objs.forEach(x => {
if (x.from === 'group') {
var loadedlevel = Level.loadfile(x.file);
if (!loadedlevel) {
Log.error("Error loading level: file " + x.file + " not found.");
return;
}
if (!IO.exists(x.file)) {
loadedlevel.ed_gizmo = function() { GUI.text("MISSING LEVEL " + x.file, world2screen(loadedlevel.pos) ,1, Color.red) };
}
var objs = x.objects;
delete x.objects;
Object.assign(loadedlevel, x);
if (objs) {
objs.array().forEach(function(x, i) {
if (x.pos)
loadedlevel.objects[i].pos = x.pos.add(loadedlevel.pos);
if (x.angle)
loadedlevel.objects[i].angle = x.angle + loadedlevel.angle;
});
loadedlevel.unique = true;
}
loadedlevel.level = this;
loadedlevel.sync();
created.push(loadedlevel);
this.objects.push(loadedlevel);
return;
}
var prototype = gameobjects[x.from];
if (!prototype) {
Log.error(`Prototype for ${x.from} does not exist.`);
return;
}
var newobj = this.spawn(gameobjects[x.from]);
delete x.from;
dainty_assign(newobj, x);
if (x._pos)
newobj.pos = x._pos;
if (x._angle)
newobj.angle = x._angle;
for (var key in newobj.components)
if ('sync' in newobj.components[key]) newobj.components[key].sync();
newobj.sync();
created.push(newobj);
});
created.forEach(function(x) {
if (x.varname)
this[x.varname] = x;
},this);
this.pos = opos;
this.angle = oangle;
return created;
},
clear() {
for (var i = this.objects.length-1; i >= 0; i--)
if (this.objects[i].alive)
this.objects[i].kill();
this.levels.remove(this);
},
clear_all() {
this.levels.forEach(function(x) { x.kill(); });
},
kill() {
if (this.level)
this.level.unregister(this);
Register.unregister_obj(this);
this.clear();
},
unregister(obj) {
var removed = this.objects.remove(obj);
if (removed && obj.varname)
delete this[obj.varname];
},
get pos() { return this._pos; },
set pos(x) {
var diff = x.sub(this._pos);
this.objects.forEach(function(x) { x.pos = x.pos.add(diff); });
this._pos = x;
},
get angle() { return this._angle; },
set angle(x) {
var diff = x - this._angle;
this.objects.forEach(function(x) {
x.angle = x.angle + diff;
var pos = x.pos.sub(this.pos);
var r = Vector.length(pos);
var p = Math.rad2deg(Math.atan2(pos.y, pos.x));
p += diff;
p = Math.deg2rad(p);
x.pos = this.pos.add([r*Math.cos(p), r*Math.sin(p)]);
},this);
this._angle = x;
},
flipdirty: false,
sync() {
this.flipx = this.flipx;
this.flipy = this.flipy;
},
_flipx: false,
get flipx() { return this._flipx; },
set flipx(x) {
if (this._flipx === x && (!x || !this.flipdirty)) return;
this._flipx = x;
this.objects.forEach(function(obj) {
obj.flipx = !obj.flipx;
var rp = obj.relpos;
obj.pos = [-rp.x, rp.y].add(this.pos);
obj.angle = -obj.angle;
},this);
},
_flipy: false,
get flipy() { return this._flipy; },
set flipy(x) {
if (this._flipy === x && (!x || !this.flipdirty)) return;
this._flipy = x;
this.objects.forEach(function(obj) {
var rp = obj.relpos;
obj.pos = [rp.x, -rp.y].add(this.pos);
obj.angle = -obj.angle;
},this);
},
_scale: 1.0,
get scale() { return this._scale; },
set scale(x) {
var diff = (x - this._scale) + 1;
this._scale = x;
this.objects.forEach(function(obj) {
obj.scale *= diff;
obj.relpos = obj.relpos.scale(diff);
}, this);
},
get up() {
return [0,1].rotate(Math.deg2rad(this.angle));
},
get down() {
return [0,-1].rotate(Math.deg2rad(this.angle));
},
get right() {
return [1,0].rotate(Math.deg2rad(this.angle));
},
get left() {
return [-1,0].rotate(Math.deg2rad(this.angle));
},
};