ur reworking; mum improvements

This commit is contained in:
2023-10-04 22:57:37 +00:00
parent e02054bd10
commit 5578b0f7e4
9 changed files with 392 additions and 330 deletions

View File

@@ -11,102 +11,7 @@ function grab_from_points(pos, points, slop) {
};
var gameobject = {
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);
},
hide() { this.components.forEach(function(x) { x.hide(); }); this.objects.forEach(function(x) { x.hide(); }); },
show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); },
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);
},
set_center(pos) {
var change = pos.sub(this.pos);
this.pos = pos;
for (var key in this.components) {
this.components[key].finish_center(change);
}
},
get_relangle() {
if (!this.level) return this.angle;
return this.angle - this.level.angle;
},
width() {
var bb = this.boundingbox();
return bb.r - bb.l;
},
height() {
var bb = this.boundingbox();
return bb.t-bb.b;
},
/* Make a unique object the same as its prototype */
revert() {
// var t = this.transform();
Object.totalmerge(this,this.ur);
// Object.merge(this,t);
},
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();
}
},
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);
});
},
impl: {
get scale() { return cmd(103, this.body); },
set scale(x) {
var pct = x/this.scale;
@@ -141,12 +46,34 @@ var gameobject = {
},this);
},
set pos(x) { this.set_worldpos(Vector.rotate(x, Math.deg2rad(this.level.angle)).add(this.level.worldpos())); },
set pos(x) {
this.set_worldpos(x); return;
this.set_worldpos(Vector.rotate(x,Math.deg2rad(this.level.angle)).add(this.level.worldpos()));
},
get pos() {
var offset = this.worldpos().sub(this.level.worldpos());
return Vector.rotate(offset, -Math.deg2rad(this.level.angle));
},
get elasticity() { return cmd(107,this.body); },
set elasticity(x) { cmd(106,this.body,x); },
get friction() { return cmd(109,this.body); },
set friction(x) { cmd(108,this.body,x); },
set mass(x) { set_body(7,this.body,x); },
get mass() {
if (!(this.phys === Physics.dynamic))
return this.__proto__.mass;
return q_body(5, this.body);
},
set phys(x) { set_body(1, this.body, x); },
get phys() { return q_body(0,this.body); },
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) { set_body(8, this.body, Math.deg2rad(x)); },
worldpos() { return q_body(1,this.body); },
set_worldpos(x) {
var diff = x.sub(this.worldpos());
@@ -170,30 +97,10 @@ var gameobject = {
set_body(0,this.body, Math.deg2rad(x));
},
get elasticity() { return cmd(107,this.body); },
set elasticity(x) { cmd(106,this.body,x); },
get friction() { return cmd(109,this.body); },
set friction(x) { cmd(108,this.body,x); },
set mass(x) { set_body(7,this.body,x); },
get mass() {
if (!(this.phys === Physics.dynamic))
return this.ur.mass;
return q_body(5, this.body);
},
set phys(x) { set_body(1, this.body, x); },
get phys() { return q_body(0,this.body); },
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) { set_body(8, this.body, Math.deg2rad(x)); },
pulse(vec) { set_body(4, this.body, vec);},
push(vec) { set_body(12,this.body,vec);},
shove(vec) { set_body(12,this.body,vec);},
world2this(pos) { return cmd(70, this.body, pos); },
this2world(pos) { return cmd(71, this.body,pos); },
set layer(x) { cmd(75,this.body,x); },
@@ -201,11 +108,6 @@ var gameobject = {
alive() { return this.body >= 0; },
in_air() { return q_body(7, this.body);},
on_ground() { return !this.in_air(); },
disable() { this.components.forEach(function(x) { x.disable(); });},
enable() { this.components.forEach(function(x) { x.enable(); });},
sync() { },
spawn(ur) {
if (typeof ur === 'string')
ur = prototypes.get_ur(ur);
@@ -214,9 +116,103 @@ var gameobject = {
return undefined;
}
var go = gameobject.make(ur, this);
var go = ur.make(this);
return go;
},
reparent(parent) {
if (this.level === parent)
this.level.remove_obj(this);
var name = parent.objects.push(this);
this.toString = function() { return name; };
if (this.level)
this.level.objects.remove(this);
this.level = parent;
},
remove_obj(obj) {
delete this[obj.toString()];
this.objects.remove(obj);
},
},
draw_layer: 1,
components: [],
objects: [],
level: undefined,
hide() { this.components.forEach(function(x) { x.hide(); }); this.objects.forEach(function(x) { x.hide(); }); },
show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); },
get_relangle() {
if (!this.level) return this.angle;
return this.angle - this.level.angle;
},
width() {
var bb = this.boundingbox();
return bb.r - bb.l;
},
height() {
var bb = this.boundingbox();
return bb.t-bb.b;
},
/* Make a unique object the same as its prototype */
revert() {
Object.totalmerge(this,this.__proto__);
},
check_registers(obj) {
Register.unregister_obj(obj);
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);
});
},
pos: [0,0],
angle:0,
phys:1,
flipx:false,
flipy:false,
scale:1,
elasticity:0.5,
friction:1,
mass:1,
velocity:[0,0],
angularvelocity:0,
layer:0,
save:true,
selectable:true,
ed_locked:false,
disable() { this.components.forEach(function(x) { x.disable(); });},
enable() { this.components.forEach(function(x) { x.enable(); });},
sync() { },
/* Bounding box of the object in world dimensions */
boundingbox() {
@@ -294,9 +290,10 @@ var gameobject = {
if (ret.empty) return undefined;
return ret;
},
json_obj() {
var ur = gameobject.diff(this,this.ur);
var ur = gameobject.diff(this,this.__proto__);
return ur ? ur : {};
},
@@ -309,8 +306,8 @@ var gameobject = {
level_obj() {
var json = this.json_obj();
var objects = {};
this.ur.objects ??= {};
if (!Object.keys(this.objects).equal(Object.keys(this.ur.objects))) {
this.__proto__.objects ??= {};
if (!Object.keys(this.objects).equal(Object.keys(this.__proto__.objects))) {
for (var o in this.objects) {
objects[o] = this.objects[o].transform_obj();
objects[o].ur = this.objects[o].ur.toString();
@@ -318,7 +315,7 @@ var gameobject = {
} else {
for (var o in this.objects) {
var obj = this.objects[o].json_obj();
Object.assign(obj, gameobject.diff(this.objects[o].transform(), this.ur.objects[o]));
Object.assign(obj, gameobject.diff(this.objects[o].transform(), this.__proto__.objects[o]));
if (!obj.empty)
objects[o] = obj;
}
@@ -361,7 +358,7 @@ var gameobject = {
},
dup(diff) {
var n = this.level.spawn(this.ur);
var n = this.level.spawn(this.__proto__);
Object.totalmerge(n, this.make_ur());
return n;
},
@@ -380,6 +377,7 @@ var gameobject = {
Player.uncontrol(this);
Register.unregister_obj(this);
this.instances.remove(this);
this.body = -1;
for (var key in this.components) {
@@ -395,76 +393,62 @@ var gameobject = {
// });
},
remove_obj(obj) {
delete this[obj.toString()];
this.objects.remove(obj);
},
up() { return [0,1].rotate(Math.deg2rad(this.angle));},
down() { return [0,-1].rotate(Math.deg2rad(this.angle));},
right() { return [1,0].rotate(Math.deg2rad(this.angle));},
left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
reparent(parent) {
if (this.level === parent)
this.level.remove_obj(this);
var name = parent.objects.push(this);
this.toString = function() { return name; };
if (this.level)
this.level.objects.remove(this);
this.level = parent;
},
make(ur, level) {
instances: [],
make(level) {
level ??= Primum;
var obj = Object.create(gameobject);
var obj = Object.create(this);
this.instances.push(obj);
obj.body = make_gameobject();
obj.components = {};
obj.objects = {};
Object.complete_assign(obj, gameobject.impl);
Object.hide(obj, 'components');
Object.hide(obj, 'objects');
obj.toString = function() { return obj.ur.toString(); };
obj.toJSON = gameobject.level_json;
Game.register_obj(obj);
cmd(113, obj.body, obj); // set the internal obj reference to this obj
obj.ur = ur;
obj.reparent(level);
for (var prop in ur) {
var p = ur[prop];
for (var prop in this) {
var p = this[prop];
if (typeof p !== 'object') continue;
if ('ur' in p) {
obj[prop] = obj.spawn(prototypes.get_ur(p.ur));
obj.rename_obj(obj[prop].toString(), prop);
} else if ('comp' in p) {
obj[prop] = component[p.comp].make(obj);
Log.warn(p);
obj[prop] = Object.assign(component[p.comp].make(obj), p);
obj.components[prop] = obj[prop];
}
};
if (ur.objects) {
for (var prop in ur.objects) {
var o = ur.objects[prop];
if (this.objects) {
for (var prop in this.objects) {
Log.warn(this.objects[prop]);
continue;
var o = this.objects[prop];
var newobj = obj.spawn(prototypes.get_ur(o.ur));
if (!newobj) continue;
obj.rename_obj(newobj.toString(), prop);
}
}
var save_tostr = obj.toString;
Object.totalmerge(obj,ur);
obj.toString = save_tostr;
obj.components.forEach(function(x) { if ('sync' in x) x.sync(); });
obj.check_registers(obj);
for (var p in this.impl) {
if (Object.isAccessor(this.impl, p))
obj[p] = this[p];
}
obj.components.forEach(function(x) { if ('sync' in x) x.sync(); });
gameobject.check_registers(obj);
obj.objects.forEach(function(x) {
x.ur = prototypes.get_ur(x.ur);
});
if (typeof obj.start === 'function') obj.start();
return obj;
@@ -501,26 +485,7 @@ var gameobject = {
},
}
gameobject.toJSON = gameobject.level_obj;
gameobject.spawn.doc = `Spawn an entity of type 'ur' on this entity. Returns the spawned entity.`;
gameobject.ur = {
// pos: [0,0],
scale:1,
flipx:false,
flipy:false,
// angle:0,
elasticity:0.5,
friction:1,
mass:1,
// velocity:[0,0],
// angularvelocity:0,
layer: 0,
save: true,
selectable: true,
ed_locked: false,
};
gameobject.impl.spawn.doc = `Spawn an entity of type 'ur' on this entity. Returns the spawned entity.`;
/* Default objects */
var prototypes = {};
@@ -560,7 +525,7 @@ prototypes.from_file = function(file)
return prototypes.get_ur(urpath);
}
var upperur = gameobject.ur;
var upperur = gameobject;
if (path.length > 1) {
var upperpath = path.slice(0,-1);
@@ -571,7 +536,8 @@ prototypes.from_file = function(file)
}
}
var newur = Object.create(upperur);
var newur = {};//Object.create(upperur);
file = file.replaceAll('.','/');
var jsfile = prototypes.get_ur_file(urpath, ".js");
@@ -594,8 +560,16 @@ prototypes.from_file = function(file)
json ??= {};
Object.merge(newur,json);
for (var p in newur)
if (Object.isObject(newur[p]) && Object.isObject(upperur[p]))
newur[p].__proto__ = upperur[p];
newur.__proto__ = upperur;
newur.instances = [];
prototypes.list.push(urpath);
newur.toString = function() { return urpath; };
newur.ur = urpath;
ur[urpath] = newur;
return ur[urpath];
@@ -605,7 +579,7 @@ prototypes.list = [];
prototypes.from_obj = function(name, obj)
{
var newur = Object.copy(gameobject.ur, obj);
var newur = Object.copy(gameobject, obj);
prototypes.ur[name] = newur;
newur.toString = function() { return name; };
return prototypes.ur[name];
@@ -715,3 +689,36 @@ prototypes.from_obj("camera2d", {
});
prototypes.from_obj("arena", {});
prototypes.resavi = function(ur, path)
{
if (!ur) return path;
if (path[0] === '/') return path;
var res = ur.replaceAll('.', '/');
var dir = path.dir();
if (res.startsWith(dir))
return path.base();
return path;
}
prototypes.resani = function(ur, path)
{
if (!path) return "";
Log.warn(`Sanitizing ${path} from ${ur}`);
if (!ur) return path;
if (path[0] === '/') return path.slice(1);
var res = ur.replaceAll('.', '/');
var restry = res + "/" + path;
while (!IO.exists(restry)) {
res = res.updir() + "/";
if (res === "/")
return path;
restry = res + path;
}
return restry;
}