prosperon/source/scripts/components.js

701 lines
17 KiB
JavaScript

var component = {
toString() {
if ('gameobject' in this)
return this.name + " on " + this.gameobject;
else
return this.name;
},
name: "component",
component: true,
enabled: true,
enable() { this.enabled = true; },
disable() { this.enabled = false; },
make(go) { },
kill() { Log.info("Kill not created for this component yet"); },
gui() { },
gizmo() { },
prepare_center() {},
finish_center() {},
clone(spec) {
return clone(this, spec);
},
};
var sprite = clone(component, {
name: "sprite",
path: "",
layer: 0,
pos: [0,0],
get visible() { return this.enabled; },
set visible(x) { this.enabled = x; },
set asset(str) { this.path = str; Log.warn(`SET ${str} ON THE SPRITE`); this.sync();},
angle: 0,
rect: {s0:0, s1: 1, t0: 0, t1: 1},
get dimensions() { return cmd(64,this.path); },
get width() { return cmd(64,this.path).x; },
get height() { return cmd(64,this.path).y; },
make(go) {
var sprite = Object.create(this);
sprite.id = make_sprite(go,this.path,this.pos);
complete_assign(sprite, {
get enabled() { return cmd(114,this.id); },
set enabled(x) { cmd(20,this.id,x); },
set color(x) { cmd(96,this.id,x); },
get pos() { return cmd(111, this.id); },
set pos(x) { cmd(37,this.id,x); },
set layer(x) { cmd(60, this.id, x); },
get layer() { return this.gameobject.draw_layer; },
get boundingbox() {
var dim = this.dimensions;
dim = dim.scale(this.gameobject.scale);
var realpos = this.pos.copy();
realpos.x = realpos.x * dim.x + (dim.x/2);
realpos.y = realpos.y * dim.y + (dim.y/2);
return cwh2bb(realpos,dim);
},
sync() {
if (this.path)
cmd(12,this.id,this.path,this.rect);
},
kill() { cmd(9,this.id); },
});
sprite.obscure('boundingbox');
return sprite;
},
input_kp9_pressed() { this.pos = [0,0]; },
input_kp8_pressed() { this.pos = [-0.5, 0]; },
input_kp7_pressed() { this.pos = [-1,0]; },
input_kp6_pressed() { this.pos = [0,-0.5]; },
input_kp5_pressed() { this.pos = [-0.5,-0.5]; },
input_kp4_pressed() { this.pos = [-1,-0.5]; },
input_kp3_pressed() { this.pos = [0, -1]; },
input_kp2_pressed() { this.pos = [-0.5,-1]; },
input_kp1_pressed() { this.pos = [-1,-1]; },
POS_MID: [-0.5, -0.5],
});
/* Container to play sprites and anim2ds */
var char2d = clone(sprite, {
clone(anims) {
var char = clone(this);
char.anims = anims;
return char;
},
name: "char 2d",
frame2rect(frames, frame) {
var rect = {s0:0,s1:1,t0:0,t1:1};
var frameslice = 1/frames;
rect.s0 = frameslice*frame;
rect.s1 = frameslice*(frame+1);
return rect;
},
make(go) {
var char = clone(this, {
get enabled() { return cmd(114,this.id); },
set enabled(x) { cmd(20,this.id,x); },
set color(x) { cmd(96,this.id,x); },
get pos() { return cmd(111, this.id); },
set pos(x) { cmd(37,this.id,x); },
set layer(x) { cmd(60, this.id, x); },
get layer() { return this.gameobject.draw_layer; },
get boundingbox() {
var dim = cmd(64,this.path);
dim = dim.scale(this.gameobject.scale);
dim.x *= 1/6;
var realpos = [0,0];
// var realpos = this.pos.slice();
// realpos.x = realpos.x * dim.x + (dim.x/2);
// realpos.y = realpos.y * dim.y + (dim.y/2);
return cwh2bb(realpos,dim);
},
sync() {
if (this.path)
cmd(12,this.id,this.path,this.rect);
},
kill() { cmd(9,this.id); },
});
char.curplaying = char.anims.array()[0];
char.obscure('curplaying');
char.id = make_sprite(go, char.curplaying.path, this.pos);
char.obscure('id');
char.frame = 0;
char.timer = timer.make(char.advance.bind(char), 1/char.curplaying.fps);
char.timer.loop = true;
char.obscure('timer');
// char.obscure('rect');
char.rect = {};
char.setsprite();
return char;
},
frame: 0,
play(name) {
if (!(name in this.anims)) {
Log.info("Can't find an animation named " + name);
return;
}
if (this.curplaying === this.anims[name]) {
this.timer.start();
return;
}
this.curplaying = this.anims[name];
this.timer.time = 1/this.curplaying.fps;
this.timer.start();
this.frame = 0;
this.setsprite();
},
setsprite() {
this.path = this.curplaying.path;
this.rect = this.frame2rect(this.curplaying.frames, this.frame);
cmd(12, this.id, this.path, this.rect);
},
advance() {
this.frame = (this.frame + 1) % this.curplaying.frames;
this.setsprite();
if (this.frame === 0 && !this.curplaying.loop)
this.timer.pause();
},
devance() {
this.frame = (this.frame - 1);
if (this.frame === -1) this.frame = this.curplaying.frames-1;
this.setsprite();
},
setframe(frame) {
this.frame = frame;
this.setsprite();
},
pause() {
this.timer.pause();
},
stop() {
this.setframe(0);
this.timer.stop();
},
kill() {
this.timer.kill();
cmd(9, this.id);
},
});
/* Returns points specifying this geometry, with ccw */
var Geometry = {
box(w, h) {
w /= 2;
h /= 2;
var points = [
[w,h],
[-w,h],
[-w,-h],
[w,-h]
];
return points;
}
};
/* For all colliders, "shape" is a pointer to a phys2d_shape, "id" is a pointer to the shape data */
var collider2d = clone(component, {
name: "collider 2d",
sensor: false,
kill() {}, /* No killing is necessary - it is done through the gameobject's kill */
register_hit(fn, obj) {
register_collide(1, fn, obj, this.gameobject.body, this.shape);
},
make_fns: {
set sensor(x) { cmd(18,this.shape,x); },
get sensor() { return cmd(21,this.shape); },
set enabled(x) { cmd(22,this.shape,x); },
get enabled() { return cmd(23,this.shape); }
},
});
collider2d.inputs = {};
collider2d.inputs['M-s'] = function() { this.sensor = !this.sensor; }
collider2d.inputs['M-s'].doc = "Toggle if this collider is a sensor.";
collider2d.inputs['M-t'] = function() { this.enabled = !this.enabled; }
collider2d.inputs['M-t'].doc = "Toggle if this collider is enabled.";
var polygon2d = clone(collider2d, {
name: "polygon 2d",
points: [],
flipx: false,
flipy: false,
clone(spec) {
var obj = Object.create(this);
obj.points = this.points.copy();
Object.assign(obj, spec);
return obj;
},
make(go) {
var poly = Object.create(this);
Object.assign(poly, make_poly2d(go, this.points));
complete_assign(poly, this.make_fns);
complete_assign(poly, {
get boundingbox() {
return points2bb(this.spoints);
},
sync() { cmd_poly2d(0, this.id, this.spoints); }
});
poly.obscure('boundingbox');
poly.defn('points', this.points.copy());
Object.defineProperty(poly, 'id', {enumerable:false});
Object.defineProperty(poly, 'shape', {enumerable:false});
poly.sync();
return poly;
},
/* EDITOR */
get spoints() {
var spoints = this.points.slice();
if (this.flipx) {
spoints.forEach(function(x) {
var newpoint = x.slice();
newpoint.x = -newpoint.x;
spoints.push(newpoint);
});
}
if (this.flipy) {
spoints.forEach(function(x) {
var newpoint = x.slice();
newpoint.y = -newpoint.y;
spoints.push(newpoint);
});
}
return spoints;
},
gizmo() {
if (!this.hasOwn('points')) this.points = this.__proto__.points.copy();
this.spoints.forEach(function(x) {
Debug.point(world2screen(this.gameobject.this2world(x)), 3, Color.green);
}, this);
this.points.forEach(function(x, i) {
Debug.numbered_point(this.gameobject.this2world(x), i);
}, this);
},
pick(pos) {
return Gizmos.pick_gameobject_points(pos, this.gameobject, this.points);
},
query() {
return cmd(80, this.shape);
},
});
polygon2d.inputs = {};
polygon2d.inputs.f10 = function() {
this.points = sortpointsccw(this.points);
};
polygon2d.inputs.f10.doc = "Sort all points to be CCW order.";
polygon2d.inputs['C-lm'] = function() {
this.points.push(this.gameobject.world2this(Mouse.worldpos));
};
polygon2d.inputs['C-lm'].doc = "Add a point to location of mouse.";
polygon2d.inputs['S-lm'] = function() {
var idx = grab_from_points(screen2world(Mouse.pos), this.points.map(this.gameobject.this2world,this.gameobject), 25);
if (idx === -1) return;
this.points.splice(idx, 1);
};
polygon2d.inputs['S-lm'].doc = "Remove point under mouse.";
polygon2d.inputs['C-b'] = function() {
this.points = this.spoints;
this.flipx = false;
this.flipy = false;
};
polygon2d.inputs['C-b'].doc = "Freeze mirroring in place.";
var bucket = clone(collider2d, {
name: "bucket",
clone(spec) {
var obj = Object.create(this);
obj.cpoints = this.cpoints.copy();
dainty_assign(obj, spec);
return obj;
},
cpoints:[],
degrees:2,
dimensions:2,
/* open: 0
clamped: 1
beziers: 2
looped: 3
*/
type: 3,
typeid: {
open: 0,
clamped: 1,
beziers: 2,
looped: 3
},
flipx: false,
flipy: false,
hollow: false,
hollowt: 0,
get spoints() {
var spoints = this.cpoints.slice();
if (this.flipx) {
for (var i = spoints.length-1; i >= 0; i--) {
var newpoint = spoints[i].slice();
newpoint.x = -newpoint.x;
spoints.push(newpoint);
}
}
if (this.flipy) {
for (var i = spoints.length-1; i >= 0; i--) {
var newpoint = spoints[i].slice();
newpoint.y = -newpoint.y;
spoints.push(newpoint);
}
}
return spoints;
if (this.hollow) {
var hpoints = [];
var inflatep = inflate_cpv(spoints, spoints.length, this.hollowt);
inflatep[0].slice().reverse().forEach(function(x) { hpoints.push(x); });
inflatep[1].forEach(function(x) { hpoints.push(x); });
return hpoints;
}
return spoints;
},
sample(n) {
var spoints = this.spoints;
this.degrees = Math.clamp(this.degrees, 1, spoints.length-1);
if (spoints.length === 2)
return spoints;
if (spoints.length < 2)
return [];
if (this.degrees < 2) {
if (this.type === 3)
return spoints.wrapped(1);
return spoints;
}
/*
order = degrees+1
knots = spoints.length + order
assert knots%order != 0
*/
if (this.type === bucket.typeid.looped)
return spline_cmd(0, this.degrees, this.dimensions, 0, spoints.wrapped(this.degrees), n);
return spline_cmd(0, this.degrees, this.dimensions, this.type, spoints, n);
},
samples: 10,
points:[],
thickness:0, /* Number of pixels out the edge is */
make(go) {
var edge = Object.create(this);
Object.assign(edge, make_edge2d(go, this.points, this.thickness));
complete_assign(edge, {
set thickness(x) {
cmd_edge2d(1,this.id,x);
},
get thickness() { return cmd(112,this.id); },
get boundingbox() {
return points2bb(this.points.map(x => x.scale(this.gameobject.scale)));
},
sync() {
var sensor = this.sensor;
this.points = this.sample(this.samples);
cmd_edge2d(0,this.id,this.points);
this.sensor = sensor;
},
});
edge.obscure('boundingbox');
complete_assign(edge, this.make_fns);
Object.defineProperty(edge, 'id', {enumerable:false});
Object.defineProperty(edge, 'shape', {enumerable:false});
edge.defn('points', []);
return edge;
},
/* EDITOR */
gizmo() {
if (!this.hasOwn('cpoints')) this.cpoints = this.__proto__.cpoints.copy();
this.spoints.forEach(function(x) {
Debug.point(world2screen(this.gameobject.this2world(x)), 3, Color.green);
}, this);
this.cpoints.forEach(function(x, i) {
Debug.numbered_point(this.gameobject.this2world(x), i);
}, this);
},
finish_center(change) {
this.cpoints = this.cpoints.map(function(x) { return x.sub(change); });
},
pick(pos) { return Gizmos.pick_gameobject_points(pos, this.gameobject, this.cpoints); },
});
bucket.inputs = {};
bucket.inputs.h = function() { this.hollow = !this.hollow; };
bucket.inputs.h.doc = "Toggle hollow.";
bucket.inputs['C-g'] = function() {
this.hollowt--;
if (this.hollowt < 0) this.hollowt = 0;
};
bucket.inputs['C-g'].doc = "Thin the hollow thickness.";
bucket.inputs['C-f'] = function() { this.hollowt++; };
bucket.inputs['C-f'].doc = "Increase the hollow thickness.";
bucket.inputs['M-v'] = function() { this.thickness--; };
bucket.inputs['M-v'].doc = "Decrease spline thickness.";
bucket.inputs['M-v'].rep = true;
bucket.inputs['C-b'] = function() {
this.cpoints = this.spoints;
this.flipx = false;
this.flipy = false;
};
bucket.inputs['C-b'].doc = "Freeze mirroring,";
bucket.inputs['M-b'] = function() { this.thickness++; };
bucket.inputs['M-b'].doc = "Increase spline thickness.";
bucket.inputs['M-b'].rep = true;
bucket.inputs['C-plus'] = function() { this.degrees++; };
bucket.inputs['C-plus'].doc = "Increase the degrees of this spline.";
bucket.inputs['C-plus'].rep = true;
bucket.inputs.plus = function() { this.samples++; };
bucket.inputs.plus.doc = "Increase the number of samples of this spline.";
bucket.inputs.plus.rep = true;
bucket.inputs.minus = function() {
this.samples--;
if (this.samples < 1) this.samples = 1;
};
bucket.inputs.minus.doc = "Decrease the number of samples on this spline.";
bucket.inputs.minus.rep = true;
bucket.inputs['C-minus'] = function() { this.degrees--; };
bucket.inputs['C-minus'].doc = "Decrease the number of degrees of this spline.";
bucket.inputs['C-minus'].rep = true;
bucket.inputs['C-r'] = function() { this.cpoints = this.cpoints.reverse(); };
bucket.inputs['C-r'].doc = "Reverse the order of the spline's points.";
bucket.inputs['C-l'] = function() { this.type = 3; };
bucket.inputs['C-l'].doc = "Set type of spline to clamped.";
bucket.inputs['C-c'] = function() { this.type = 1; };
bucket.inputs['C-c'].doc = "Set type of spline to closed.";
bucket.inputs['C-o'] = function() { this.type = 0; };
bucket.inputs['C-o'].doc = "Set spline to open.";
bucket.inputs['C-M-lm'] = function() {
var idx = grab_from_points(Mouse.worldpos, this.cpoints.map(this.gameobject.world2this,this.gameobject), 25);
if (idx === -1) return;
this.cpoints = this.cpoints.newfirst(idx);
};
bucket.inputs['C-M-lm'].doc = "Select the given point as the '0' of this spline.";
bucket.inputs['C-lm'] = function() {
var idx = 0;
if (this.cpoints.length >= 2) {
idx = cmd(59, screen2world(Mouse.pos).sub(this.gameobject.pos), this.cpoints, 1000);
if (idx === -1) return;
}
if (idx === this.cpoints.length)
this.cpoints.push(this.gameobject.world2this(screen2world(Mouse.pos)));
else
this.cpoints.splice(idx, 0, this.gameobject.world2this(screen2world(Mouse.pos)));
};
bucket.inputs['C-lm'].doc = "Add a point to the spline at the mouse position.";
bucket.inputs['S-lm'] = function() {
var idx = grab_from_points(screen2world(Mouse.pos), this.cpoints.map(function(x) {return x.add(this.gameobject.pos); }, this), 25);
if (idx === -1) return;
this.cpoints.splice(idx, 1);
};
bucket.inputs['S-lm'].doc = "Remove point from the spline.";
bucket.inputs.lb = function() {
var np = [];
this.cpoints.forEach(function(c) {
np.push(Vector.rotate(c, Math.deg2rad(-1)));
});
this.cpoints = np;
};
bucket.inputs.lb.doc = "Rotate the points CCW.";
bucket.inputs.lb.rep = true;
bucket.inputs.rb = function() {
var np = [];
this.cpoints.forEach(function(c) {
np.push(Vector.rotate(c, Math.deg2rad(1)));
});
this.cpoints = np;
};
bucket.inputs.rb.doc = "Rotate the points CW.";
bucket.inputs.rb.rep = true;
var circle2d = clone(collider2d, {
name: "circle 2d",
radius: 10,
offset: [0,0],
get scale() { return this.radius; },
set scale(x) { this.radius = x; },
get pos() { return this.offset; },
set pos(x) { this.offset = x; },
make(go) {
var circle = clone(this);
var circ = make_circle2d(go, circle.radius, circle.offset);
Object.assign(circle, circ);
Object.defineProperty(circle, 'id', {enumerable:false});
Object.defineProperty(circle, 'shape', {enumerable:false});
complete_assign(circle, {
set radius(x) { cmd_circle2d(0,this.id,x); },
get radius() { return cmd_circle2d(2,this.id); },
set offset(x) { cmd_circle2d(1,this.id,this.offset); },
get offset() { return cmd_circle2d(3,this.id); },
get boundingbox() {
var diameter = this.radius*2*this.gameobject.scale;
return cwh2bb(this.offset.scale(this.gameobject.scale), [this.radius,this.radius]);
},
});
complete_assign(circle, this.make_fns);
circle.obscure('boundingbox');
return circle;
},
gui() {
Nuke.newline();
Nuke.label("circle2d");
this.radius = Nuke.pprop("Radius", this.radius);
this.offset = Nuke.pprop("offset", this.offset);
},
});
/* ASSETS */
var Texture = {
mipmaps(path, x) {
cmd(94, path, x);
},
sprite(path, x) {
cmd(95, path, x);
},
};
var Resources = {
load(path) {
if (path in this)
return this[path];
var src = {};
this[path] = src;
src.path = path;
if (!IO.exists(`${path}.asset`))
return this[path];
var data = JSON.parse(IO.slurp(`${path}.asset`));
Object.assign(src,data);
return this[path];
},
};