899 lines
23 KiB
JavaScript
899 lines
23 KiB
JavaScript
var component = {};
|
|
|
|
var make_point_obj = function (o, p) {
|
|
return {
|
|
pos: p,
|
|
move(d) {
|
|
d = o.gameobject.dir_world2this(d);
|
|
p.x += d.x;
|
|
p.y += d.y;
|
|
},
|
|
sync: o.sync.bind(o),
|
|
};
|
|
};
|
|
|
|
var fullrect = [0, 0, 1, 1];
|
|
|
|
var sprite_addbucket = function (sprite) {
|
|
var layer = 1000000 + sprite.gameobject.drawlayer * 1000 - sprite.gameobject.pos.y;
|
|
sprite_buckets[layer] ??= {};
|
|
sprite_buckets[layer][sprite.path] ??= [];
|
|
sprite_buckets[layer][sprite.path].push(sprite);
|
|
sprite._oldlayer = layer;
|
|
sprite._oldpath = sprite.path;
|
|
};
|
|
|
|
var sprite_rmbucket = function (sprite) {
|
|
if (sprite._oldlayer && sprite._oldpath) sprite_buckets[sprite._oldlayer][sprite._oldpath].remove(sprite);
|
|
else for (var layer of Object.values(sprite_buckets)) for (var path of Object.values(layer)) path.remove(sprite);
|
|
};
|
|
|
|
var sprite = {
|
|
loop: true,
|
|
rect: fullrect,
|
|
anim: {},
|
|
playing: 0,
|
|
anim_speed: 1,
|
|
play(str = 0, fn, loop = true, reverse = false) {
|
|
this.del_anim?.();
|
|
var self = this;
|
|
var stop;
|
|
self.del_anim = function () {
|
|
self.del_anim = undefined;
|
|
self = undefined;
|
|
advance = undefined;
|
|
stop?.();
|
|
};
|
|
var playing = self.anim[str];
|
|
if (!playing) return;
|
|
var f = 0;
|
|
if (reverse) f = playing.frames.length - 1;
|
|
|
|
self.path = playing.path;
|
|
|
|
function advance() {
|
|
if (!self) return;
|
|
if (!self.gameobject) return;
|
|
self.frame = playing.frames[f].rect;
|
|
self.rect = [self.frame.x, self.frame.y, self.frame.w, self.frame.h];
|
|
self.update_dimensions();
|
|
var done = false;
|
|
if (reverse) {
|
|
f = (((f - 1) % playing.frames.length) + playing.frames.length) % playing.frames.length;
|
|
if (f === playing.frames.length - 1) done = true;
|
|
} else {
|
|
f = (f + 1) % playing.frames.length;
|
|
if (f === 0) done = true;
|
|
}
|
|
|
|
if (done) {
|
|
fn?.();
|
|
if (!loop) {
|
|
self?.stop();
|
|
return;
|
|
}
|
|
// self?.anim_done?.();
|
|
// if (!self.loop) { self.stop(); return; }
|
|
}
|
|
// if (self) stop = self.gameobject.delay(advance, playing.frames[f].time / self.anim_speed);
|
|
}
|
|
|
|
advance();
|
|
},
|
|
tex_sync() {
|
|
if (this.anim) this.stop();
|
|
this.rect = fullrect;
|
|
var anim = SpriteAnim.make(this.path);
|
|
this.update_dimensions();
|
|
this.sync();
|
|
|
|
if (!anim) return;
|
|
this.anim = anim;
|
|
this.play();
|
|
|
|
this.pos = this.dimensions().scale(this.anchor);
|
|
},
|
|
stop() {
|
|
this.del_anim?.();
|
|
},
|
|
set path(p) {
|
|
p = Resources.find_image(p, this.gameobject._root);
|
|
if (!p) {
|
|
console.warn(`Could not find image ${p}.`);
|
|
return;
|
|
}
|
|
if (p === this.path) return;
|
|
|
|
this._p = p;
|
|
|
|
this.del_anim?.();
|
|
this.texture = game.texture(p);
|
|
|
|
this.diffuse = this.texture;
|
|
|
|
this.tex_sync();
|
|
},
|
|
get path() {
|
|
return this._p;
|
|
},
|
|
kill() {
|
|
sprite_rmbucket(this);
|
|
this.del_anim?.();
|
|
this.anim = undefined;
|
|
this.gameobject = undefined;
|
|
this.anim_done = undefined;
|
|
allsprites.remove(this);
|
|
},
|
|
move(d) {
|
|
this.pos = this.pos.add(d);
|
|
},
|
|
grow(x) {
|
|
this.scale = this.scale.scale(x);
|
|
this.pos = this.pos.scale(x);
|
|
},
|
|
anchor: [0, 0],
|
|
sync() {
|
|
var layer = 1000000 + this.gameobject.drawlayer * 1000 - this.gameobject.pos.y;
|
|
if (layer === this._oldlayer && this.path === this._oldpath) return;
|
|
|
|
sprite_rmbucket(this);
|
|
sprite_addbucket(this);
|
|
},
|
|
pick() {
|
|
return this;
|
|
},
|
|
boundingbox() {
|
|
var dim = this.dimensions();
|
|
dim = dim.scale(this.gameobject.scale);
|
|
var realpos = dim.scale(0.5).add(this.pos);
|
|
return bbox.fromcwh(realpos, dim);
|
|
},
|
|
|
|
update_dimensions() {
|
|
this._dimensions = [this.texture.width * this.rect[2], this.texture.height * this.rect[3]];
|
|
component.sprite_dim_hook?.(this);
|
|
},
|
|
|
|
dimensions() {
|
|
return this._dimensions;
|
|
},
|
|
width() {
|
|
return this.dimensions().x;
|
|
},
|
|
height() {
|
|
return this.dimensions().y;
|
|
},
|
|
};
|
|
globalThis.allsprites = [];
|
|
var sprite_buckets = [];
|
|
|
|
component.sprite_buckets = function () {
|
|
return sprite_buckets;
|
|
};
|
|
|
|
component.dynamic_sprites = [];
|
|
|
|
sprite.doc = {
|
|
path: "Path to the texture.",
|
|
color: "Color to mix with the sprite.",
|
|
pos: "The offset position of the sprite, relative to its entity.",
|
|
};
|
|
|
|
sprite.setanchor = function (anch) {
|
|
var off = [0, 0];
|
|
switch (anch) {
|
|
case "ll":
|
|
break;
|
|
case "lm":
|
|
off = [-0.5, 0];
|
|
break;
|
|
case "lr":
|
|
off = [-1, 0];
|
|
break;
|
|
case "ml":
|
|
off = [0, -0.5];
|
|
break;
|
|
case "mm":
|
|
off = [-0.5, -0.5];
|
|
break;
|
|
case "mr":
|
|
off = [-1, -0.5];
|
|
break;
|
|
case "ul":
|
|
off = [0, -1];
|
|
break;
|
|
case "um":
|
|
off = [-0.5, -1];
|
|
break;
|
|
case "ur":
|
|
off = [-1, -1];
|
|
break;
|
|
}
|
|
this.anchor = off;
|
|
this.pos = this.dimensions().scale(off);
|
|
};
|
|
|
|
sprite.inputs = {};
|
|
sprite.inputs.kp9 = function () {
|
|
this.setanchor("ll");
|
|
};
|
|
sprite.inputs.kp8 = function () {
|
|
this.setanchor("lm");
|
|
};
|
|
sprite.inputs.kp7 = function () {
|
|
this.setanchor("lr");
|
|
};
|
|
sprite.inputs.kp6 = function () {
|
|
this.setanchor("ml");
|
|
};
|
|
sprite.inputs.kp5 = function () {
|
|
this.setanchor("mm");
|
|
};
|
|
sprite.inputs.kp4 = function () {
|
|
this.setanchor("mr");
|
|
};
|
|
sprite.inputs.kp3 = function () {
|
|
this.setanchor("ur");
|
|
};
|
|
sprite.inputs.kp2 = function () {
|
|
this.setanchor("um");
|
|
};
|
|
sprite.inputs.kp1 = function () {
|
|
this.setanchor("ul");
|
|
};
|
|
|
|
component.sprite = function (obj) {
|
|
var sp = Object.create(sprite);
|
|
sp.gameobject = obj;
|
|
sp.transform = obj.transform;
|
|
sp.guid = prosperon.guid();
|
|
allsprites.push(sp);
|
|
if (component.sprite.make_hook) component.sprite.make_hook(sp);
|
|
sprite_addbucket(sp);
|
|
return sp;
|
|
};
|
|
|
|
sprite.shade = [1, 1, 1, 1];
|
|
|
|
Object.mixin(os.make_seg2d(), {
|
|
sync() {
|
|
this.set_endpoints(this.points[0], this.points[1]);
|
|
},
|
|
});
|
|
|
|
/* sprite anim returns a data structure for the given file path
|
|
frames: array of frames
|
|
rect: frame rectangle
|
|
time: miliseconds to hold the frame for
|
|
loop: true if it should be looped
|
|
*/
|
|
var animcache = {};
|
|
var SpriteAnim = {};
|
|
SpriteAnim.make = function (path) {
|
|
var anim;
|
|
if (io.exists(path.set_ext(".ase"))) anim = SpriteAnim.aseprite(path.set_ext(".ase"));
|
|
else if (io.exists(path.set_ext(".json"))) anim = SpriteAnim.aseprite(path.set_ext(".json"));
|
|
else if (path.ext() === "ase") anim = SpriteAnim.aseprite(path);
|
|
else if (path.ext() === "gif") anim = SpriteAnim.gif(path);
|
|
else anim = undefined;
|
|
|
|
animcache[path] = anim;
|
|
return animcache[path];
|
|
};
|
|
SpriteAnim.gif = function (path) {
|
|
var anim = {};
|
|
anim.frames = [];
|
|
anim.path = path;
|
|
var tex = game.texture(path);
|
|
var frames = tex.frames;
|
|
if (frames === 1) return undefined;
|
|
var yslice = 1 / frames;
|
|
for (var f = 0; f < frames; f++) {
|
|
var frame = {};
|
|
frame.rect = {
|
|
x: 0,
|
|
w: 1,
|
|
y: yslice * f,
|
|
h: yslice,
|
|
};
|
|
frame.time = 0.05;
|
|
anim.frames.push(frame);
|
|
}
|
|
var times = tex.delays;
|
|
for (var i = 0; i < frames; i++) anim.frames[i].time = times[i] / 1000;
|
|
anim.loop = true;
|
|
var dim = [tex.width, tex.height];
|
|
dim.y /= frames;
|
|
anim.dim = dim;
|
|
return { 0: anim };
|
|
};
|
|
|
|
SpriteAnim.strip = function (path, frames, time = 0.05) {
|
|
var anim = {};
|
|
anim.frames = [];
|
|
anim.path = path;
|
|
var xslice = 1 / frames;
|
|
for (var f = 0; f < frames; f++) {
|
|
var frame = {};
|
|
frame.rect = { s0: xslice * f, s1: xslice * (f + 1), t0: 0, t1: 1 };
|
|
frame.time = time;
|
|
anim.frames.push(frame);
|
|
}
|
|
anim.dim = Resources.texture.dimensions(path);
|
|
anim.dim.x /= frames;
|
|
return anim;
|
|
};
|
|
|
|
SpriteAnim.aseprite = function (path) {
|
|
function aseframeset2anim(frameset, meta) {
|
|
var anim = {};
|
|
anim.frames = [];
|
|
anim.path = path.folder() + meta.image;
|
|
var dim = meta.size;
|
|
|
|
var ase_make_frame = function (ase_frame) {
|
|
var f = ase_frame.frame;
|
|
var frame = {};
|
|
frame.rect = {
|
|
x: f.x / dim.w,
|
|
w: f.w / dim.w,
|
|
y: f.y / dim.h,
|
|
h: f.h / dim.h,
|
|
};
|
|
frame.time = ase_frame.duration / 1000;
|
|
anim.frames.push(frame);
|
|
};
|
|
|
|
frameset.forEach(ase_make_frame);
|
|
anim.dim = frameset[0].sourceSize;
|
|
anim.loop = true;
|
|
return anim;
|
|
}
|
|
|
|
var data = json.decode(io.slurp(path));
|
|
if (!data?.meta?.app.includes("aseprite")) return;
|
|
var anims = {};
|
|
var frames = Array.isArray(data.frames) ? data.frames : Object.values(data.frames);
|
|
var f = 0;
|
|
if (!data.meta.frameTags || data.meta.frameTags.length === 0) {
|
|
anims[0] = aseframeset2anim(frames, data.meta);
|
|
return anims;
|
|
}
|
|
for (var tag of data.meta.frameTags) {
|
|
anims[tag.name] = aseframeset2anim(frames.slice(tag.from, tag.to + 1), data.meta);
|
|
anims[f] = anims[tag.name];
|
|
f++;
|
|
}
|
|
|
|
return anims;
|
|
};
|
|
|
|
SpriteAnim.validate = function (anim) {
|
|
if (!Object.isObject(anim)) return false;
|
|
if (typeof anim.path !== "string") return false;
|
|
if (typeof anim.dim !== "object") return false;
|
|
return true;
|
|
};
|
|
|
|
SpriteAnim.find = function (path) {
|
|
if (!io.exists(path + ".asset")) return;
|
|
var asset = JSON.parse(io.slurp(path + ".asset"));
|
|
};
|
|
|
|
SpriteAnim.doc = "Functions to create Primum animations from varying sources.";
|
|
SpriteAnim.gif.doc = "Convert a gif.";
|
|
SpriteAnim.strip.doc = "Given a path and number of frames, converts a horizontal strip animation, where each cell is the same width.";
|
|
SpriteAnim.aseprite.doc = "Given an aseprite json metadata, returns an object of animations defined in the aseprite file.";
|
|
SpriteAnim.find.doc = "Given a path, find the relevant animation for the file.";
|
|
|
|
var collider2d = {};
|
|
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.";
|
|
|
|
Object.mix(os.make_poly2d(), {
|
|
boundingbox() {
|
|
return bbox.frompoints(this.spoints());
|
|
},
|
|
|
|
/* EDITOR */
|
|
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() {
|
|
this.spoints().forEach(x => render.point(this.gameobject.this2screen(x), 3, Color.green));
|
|
this.points.forEach((x, i) => render.coordinate(this.gameobject.this2screen(x)));
|
|
},
|
|
|
|
pick(pos) {
|
|
if (!Object.hasOwn(this, "points")) this.points = deep_copy(this.__proto__.points);
|
|
|
|
var i = Gizmos.pick_gameobject_points(pos, this.gameobject, this.points);
|
|
var p = this.points[i];
|
|
if (p) return make_point_obj(this, p);
|
|
|
|
return undefined;
|
|
},
|
|
});
|
|
|
|
function pointscaler(x) {
|
|
if (typeof x === "number") return;
|
|
this.points = this.points.map(p => p.mult(x));
|
|
}
|
|
|
|
Object.mixin(os.make_poly2d(), {
|
|
sync() {
|
|
this.setverts(this.points);
|
|
},
|
|
grow: pointscaler,
|
|
});
|
|
|
|
var polyinputs = Object.create(collider2d.inputs);
|
|
os.make_poly2d().inputs = polyinputs;
|
|
|
|
polyinputs = {};
|
|
polyinputs.f10 = function () {
|
|
this.points = Math.sortpointsccw(this.points);
|
|
};
|
|
polyinputs.f10.doc = "Sort all points to be CCW order.";
|
|
|
|
polyinputs["C-lm"] = function () {
|
|
this.points.push(this.gameobject.world2this(input.mouse.worldpos()));
|
|
};
|
|
polyinputs["C-lm"].doc = "Add a point to location of mouse.";
|
|
polyinputs.lm = function () {};
|
|
polyinputs.lm.released = function () {};
|
|
|
|
polyinputs["C-M-lm"] = function () {
|
|
var idx = Math.grab_from_points(
|
|
input.mouse.worldpos(),
|
|
this.points.map(p => this.gameobject.this2world(p)),
|
|
25,
|
|
);
|
|
if (idx === -1) return;
|
|
this.points.splice(idx, 1);
|
|
};
|
|
polyinputs["C-M-lm"].doc = "Remove point under mouse.";
|
|
|
|
polyinputs["C-b"] = function () {
|
|
this.points = this.spoints;
|
|
this.flipx = false;
|
|
this.flipy = false;
|
|
};
|
|
polyinputs["C-b"].doc = "Freeze mirroring in place.";
|
|
|
|
var edge2d = {
|
|
dimensions: 2,
|
|
thickness: 1,
|
|
/* if type === -1, point to point */
|
|
type: Spline.type.catmull,
|
|
C: 1 /* when in bezier, continuity required. 0, 1 or 2. */,
|
|
looped: false,
|
|
angle: 0.5 /* smaller for smoother bezier */,
|
|
elasticity: 0,
|
|
friction: 0,
|
|
sync() {
|
|
var ppp = this.sample();
|
|
this.segs ??= [];
|
|
var count = ppp.length - 1;
|
|
this.segs.length = count;
|
|
for (var i = 0; i < count; i++) {
|
|
this.segs[i] ??= os.make_seg2d(this.body);
|
|
this.segs[i].set_endpoints(ppp[i], ppp[i + 1]);
|
|
this.segs[i].set_neighbors(ppp[i], ppp[i + 1]);
|
|
this.segs[i].radius = this.thickness;
|
|
this.segs[i].elasticity = this.elasticity;
|
|
this.segs[i].friction = this.friction;
|
|
this.segs[i].collide = this.collide;
|
|
}
|
|
},
|
|
|
|
flipx: false,
|
|
flipy: false,
|
|
|
|
hollow: false,
|
|
hollowt: 0,
|
|
|
|
spoints() {
|
|
if (!this.points) return [];
|
|
var spoints = this.points.slice();
|
|
|
|
if (this.flipx) {
|
|
if (Spline.is_bezier(this.type)) spoints.push(Vector.reflect_point(spoints.at(-2), spoints.at(-1)));
|
|
|
|
for (var i = spoints.length - 1; i >= 0; i--) {
|
|
var newpoint = spoints[i].slice();
|
|
newpoint.x = -newpoint.x;
|
|
spoints.push(newpoint);
|
|
}
|
|
}
|
|
|
|
if (this.flipy) {
|
|
if (Spline.is_bezier(this.type)) spoints.push(Vector.reflect(point(spoints.at(-2), spoints.at(-1))));
|
|
|
|
for (var i = spoints.length - 1; i >= 0; i--) {
|
|
var newpoint = spoints[i].slice();
|
|
newpoint.y = -newpoint.y;
|
|
spoints.push(newpoint);
|
|
}
|
|
}
|
|
|
|
if (this.hollow) {
|
|
var hpoints = vector.inflate(spoints, this.hollowt);
|
|
if (hpoints.length === spoints.length) return spoints;
|
|
var arr1 = hpoints.filter(function (x, i) {
|
|
return i % 2 === 0;
|
|
});
|
|
var arr2 = hpoints.filter(function (x, i) {
|
|
return i % 2 !== 0;
|
|
});
|
|
return arr1.concat(arr2.reverse());
|
|
}
|
|
|
|
if (this.looped) spoints = spoints.wrapped(1);
|
|
|
|
return spoints;
|
|
},
|
|
|
|
post() {
|
|
this.points = [];
|
|
},
|
|
|
|
sample() {
|
|
var spoints = this.spoints();
|
|
if (spoints.length === 0) return [];
|
|
|
|
if (this.type === -1) {
|
|
if (this.looped) spoints.push(spoints[0]);
|
|
return spoints;
|
|
}
|
|
|
|
if (this.type === Spline.type.catmull) {
|
|
if (this.looped) spoints = Spline.catmull_loop(spoints);
|
|
else spoints = Spline.catmull_caps(spoints);
|
|
|
|
return Spline.sample_angle(this.type, spoints, this.angle);
|
|
}
|
|
|
|
if (this.looped && Spline.is_bezier(this.type)) spoints = Spline.bezier_loop(spoints);
|
|
|
|
return Spline.sample_angle(this.type, spoints, this.angle);
|
|
},
|
|
|
|
boundingbox() {
|
|
return bbox.frompoints(this.points.map(x => x.scale(this.gameobject.scale)));
|
|
},
|
|
|
|
/* EDITOR */
|
|
gizmo() {
|
|
if (this.type === Spline.type.catmull || this.type === -1) {
|
|
this.spoints().forEach(x => render.point(this.gameobject.this2screen(x), 3, Color.teal));
|
|
this.points.forEach((x, i) => render.coordinate(this.gameobject.this2screen(x)));
|
|
} else {
|
|
for (var i = 0; i < this.points.length; i += 3) render.coordinate(this.gameobject.this2screen(this.points[i]), 1, Color.teal);
|
|
|
|
for (var i = 1; i < this.points.length; i += 3) {
|
|
render.coordinate(this.gameobject.this2screen(this.points[i]), 1, Color.green);
|
|
render.coordinate(this.gameobject.this2screen(this.points[i + 1]), 1, Color.green);
|
|
render.line([this.gameobject.this2screen(this.points[i - 1]), this.gameobject.this2screen(this.points[i])], Color.yellow);
|
|
render.line([this.gameobject.this2screen(this.points[i + 1]), this.gameobject.this2screen(this.points[i + 2])], Color.yellow);
|
|
}
|
|
}
|
|
},
|
|
|
|
finish_center(change) {
|
|
this.points = this.points.map(function (x) {
|
|
return x.sub(change);
|
|
});
|
|
},
|
|
|
|
pick(pos) {
|
|
var i = Gizmos.pick_gameobject_points(pos, this.gameobject, this.points);
|
|
var p = this.points[i];
|
|
if (!p) return undefined;
|
|
|
|
if (Spline.is_catmull(this.type) || this.type === -1) return make_point_obj(this, p);
|
|
|
|
var that = this.gameobject;
|
|
var me = this;
|
|
if (p) {
|
|
var o = {
|
|
pos: p,
|
|
sync: me.sync.bind(me),
|
|
};
|
|
if (Spline.bezier_is_handle(this.points, i))
|
|
o.move = function (d) {
|
|
d = that.dir_world2this(d);
|
|
p.x += d.x;
|
|
p.y += d.y;
|
|
Spline.bezier_cp_mirror(me.points, i);
|
|
};
|
|
else
|
|
o.move = function (d) {
|
|
d = that.dir_world2this(d);
|
|
p.x += d.x;
|
|
p.y += d.y;
|
|
var pp = Spline.bezier_point_handles(me.points, i);
|
|
pp.forEach(ph => (me.points[ph] = me.points[ph].add(d)));
|
|
};
|
|
return o;
|
|
}
|
|
},
|
|
|
|
rm_node(idx) {
|
|
if (idx < 0 || idx >= this.points.length) return;
|
|
if (Spline.is_catmull(this.type)) this.points.splice(idx, 1);
|
|
|
|
if (Spline.is_bezier(this.type)) {
|
|
assert(Spline.bezier_is_node(this.points, idx), "Attempted to delete a bezier handle.");
|
|
if (idx === 0) this.points.splice(idx, 2);
|
|
else if (idx === this.points.length - 1) this.points.splice(this.points.length - 2, 2);
|
|
else this.points.splice(idx - 1, 3);
|
|
}
|
|
},
|
|
|
|
add_node(pos) {
|
|
pos = this.gameobject.world2this(pos);
|
|
var idx = 0;
|
|
if (Spline.is_catmull(this.type) || this.type === -1) {
|
|
if (this.points.length >= 2) idx = physics.closest_point(pos, this.points, 400);
|
|
|
|
if (idx === this.points.length) this.points.push(pos);
|
|
else this.points.splice(idx, 0, pos);
|
|
}
|
|
|
|
if (Spline.is_bezier(this.type)) {
|
|
idx = physics.closest_point(pos, Spline.bezier_nodes(this.points), 400);
|
|
|
|
if (idx < 0) return;
|
|
|
|
if (idx === 0) {
|
|
this.points.unshift(pos.slice(), pos.add([-100, 0]), Vector.reflect_point(this.points[1], this.points[0]));
|
|
return;
|
|
}
|
|
if (idx === Spline.bezier_node_count(this.points)) {
|
|
this.points.push(Vector.reflect_point(this.points.at(-2), this.points.at(-1)), pos.add([-100, 0]), pos.slice());
|
|
return;
|
|
}
|
|
idx = 2 + (idx - 1) * 3;
|
|
var adds = [pos.add([100, 0]), pos.slice(), pos.add([-100, 0])];
|
|
this.points.splice(idx, 0, ...adds);
|
|
}
|
|
},
|
|
|
|
pick_all() {
|
|
var picks = [];
|
|
this.points.forEach(x => picks.push(make_point_obj(this, x)));
|
|
return picks;
|
|
},
|
|
};
|
|
|
|
component.edge2d = function (obj) {
|
|
if (!obj.body) obj.rigidify();
|
|
var edge = Object.create(edge2d);
|
|
edge.body = obj.body;
|
|
return edge;
|
|
};
|
|
|
|
edge2d.spoints.doc = "Returns the controls points after modifiers are applied, such as it being hollow or mirrored on its axises.";
|
|
edge2d.inputs = {};
|
|
edge2d.inputs.h = function () {
|
|
this.hollow = !this.hollow;
|
|
};
|
|
edge2d.inputs.h.doc = "Toggle hollow.";
|
|
|
|
edge2d.inputs["C-g"] = function () {
|
|
if (this.hollowt > 0) this.hollowt--;
|
|
};
|
|
edge2d.inputs["C-g"].doc = "Thin the hollow thickness.";
|
|
edge2d.inputs["C-g"].rep = true;
|
|
|
|
edge2d.inputs["C-f"] = function () {
|
|
this.hollowt++;
|
|
};
|
|
edge2d.inputs["C-f"].doc = "Increase the hollow thickness.";
|
|
edge2d.inputs["C-f"].rep = true;
|
|
|
|
edge2d.inputs["M-v"] = function () {
|
|
if (this.thickness > 0) this.thickness--;
|
|
};
|
|
edge2d.inputs["M-v"].doc = "Decrease spline thickness.";
|
|
edge2d.inputs["M-v"].rep = true;
|
|
|
|
edge2d.inputs["C-y"] = function () {
|
|
this.points = this.spoints();
|
|
this.flipx = false;
|
|
this.flipy = false;
|
|
this.hollow = false;
|
|
};
|
|
edge2d.inputs["C-y"].doc = "Freeze mirroring,";
|
|
edge2d.inputs["M-b"] = function () {
|
|
this.thickness++;
|
|
};
|
|
edge2d.inputs["M-b"].doc = "Increase spline thickness.";
|
|
edge2d.inputs["M-b"].rep = true;
|
|
|
|
edge2d.inputs.plus = function () {
|
|
if (this.angle <= 1) {
|
|
this.angle = 1;
|
|
return;
|
|
}
|
|
this.angle *= 0.9;
|
|
};
|
|
edge2d.inputs.plus.doc = "Increase the number of samples of this spline.";
|
|
edge2d.inputs.plus.rep = true;
|
|
|
|
edge2d.inputs.minus = function () {
|
|
this.angle *= 1.1;
|
|
};
|
|
edge2d.inputs.minus.doc = "Decrease the number of samples on this spline.";
|
|
edge2d.inputs.minus.rep = true;
|
|
|
|
edge2d.inputs["C-r"] = function () {
|
|
this.points = this.points.reverse();
|
|
};
|
|
edge2d.inputs["C-r"].doc = "Reverse the order of the spline's points.";
|
|
|
|
edge2d.inputs["C-l"] = function () {
|
|
this.looped = !this.looped;
|
|
};
|
|
edge2d.inputs["C-l"].doc = "Toggle spline being looped.";
|
|
|
|
edge2d.inputs["C-c"] = function () {
|
|
switch (this.type) {
|
|
case Spline.type.bezier:
|
|
this.points = Spline.bezier2catmull(this.points);
|
|
break;
|
|
}
|
|
this.type = Spline.type.catmull;
|
|
};
|
|
|
|
edge2d.inputs["C-c"].doc = "Set type of spline to catmull-rom.";
|
|
|
|
edge2d.inputs["C-b"] = function () {
|
|
switch (this.type) {
|
|
case Spline.type.catmull:
|
|
this.points = Spline.catmull2bezier(Spline.catmull_caps(this.points));
|
|
break;
|
|
}
|
|
this.type = Spline.type.bezier;
|
|
};
|
|
|
|
edge2d.inputs["C-o"] = function () {
|
|
this.type = -1;
|
|
};
|
|
edge2d.inputs["C-o"].doc = "Set spline to linear.";
|
|
|
|
edge2d.inputs["C-M-lm"] = function () {
|
|
if (Spline.is_catmull(this.type)) {
|
|
var idx = Math.grab_from_points(
|
|
input.mouse.worldpos(),
|
|
this.points.map(p => this.gameobject.this2world(p)),
|
|
25,
|
|
);
|
|
if (idx === -1) return;
|
|
} else {
|
|
}
|
|
|
|
this.points = this.points.newfirst(idx);
|
|
};
|
|
edge2d.inputs["C-M-lm"].doc = "Select the given point as the '0' of this spline.";
|
|
|
|
edge2d.inputs["C-lm"] = function () {
|
|
this.add_node(input.mouse.worldpos());
|
|
};
|
|
edge2d.inputs["C-lm"].doc = "Add a point to the spline at the mouse position.";
|
|
|
|
edge2d.inputs["C-M-lm"] = function () {
|
|
var idx = -1;
|
|
if (Spline.is_catmull(this.type))
|
|
idx = Math.grab_from_points(
|
|
input.mouse.worldpos(),
|
|
this.points.map(p => this.gameobject.this2world(p)),
|
|
25,
|
|
);
|
|
else {
|
|
var nodes = Spline.bezier_nodes(this.points);
|
|
idx = Math.grab_from_points(
|
|
input.mouse.worldpos(),
|
|
nodes.map(p => this.gameobject.this2world(p)),
|
|
25,
|
|
);
|
|
idx *= 3;
|
|
}
|
|
|
|
this.rm_node(idx);
|
|
};
|
|
edge2d.inputs["C-M-lm"].doc = "Remove point from the spline.";
|
|
|
|
edge2d.inputs.lm = function () {};
|
|
edge2d.inputs.lm.released = function () {};
|
|
|
|
edge2d.inputs.lb = function () {
|
|
var np = [];
|
|
|
|
this.points.forEach(function (c) {
|
|
np.push(Vector.rotate(c, Math.deg2rad(-1)));
|
|
});
|
|
|
|
this.points = np;
|
|
};
|
|
edge2d.inputs.lb.doc = "Rotate the points CCW.";
|
|
edge2d.inputs.lb.rep = true;
|
|
|
|
edge2d.inputs.rb = function () {
|
|
var np = [];
|
|
|
|
this.points.forEach(function (c) {
|
|
np.push(Vector.rotate(c, Math.deg2rad(1)));
|
|
});
|
|
|
|
this.points = np;
|
|
};
|
|
edge2d.inputs.rb.doc = "Rotate the points CW.";
|
|
edge2d.inputs.rb.rep = true;
|
|
|
|
/* CIRCLE */
|
|
|
|
function shape_maker(maker) {
|
|
return function (obj) {
|
|
if (!obj.body) obj.rigidify();
|
|
return maker(obj.body);
|
|
};
|
|
}
|
|
component.circle2d = shape_maker(os.make_circle2d);
|
|
component.poly2d = shape_maker(os.make_poly2d);
|
|
component.seg2d = shape_maker(os.make_seg2d);
|
|
|
|
Object.mix(os.make_circle2d(), {
|
|
boundingbox() {
|
|
return bbox.fromcwh(this.offset, [this.radius, this.radius]);
|
|
},
|
|
|
|
set scale(x) {
|
|
this.radius = x;
|
|
},
|
|
get scale() {
|
|
return this.radius;
|
|
},
|
|
|
|
get pos() {
|
|
return this.offset;
|
|
},
|
|
set pos(x) {
|
|
this.offset = x;
|
|
},
|
|
|
|
grow(x) {
|
|
if (typeof x === "number") this.scale *= x;
|
|
else if (typeof x === "object") this.scale *= x[0];
|
|
},
|
|
});
|
|
|
|
return { component, SpriteAnim };
|