/* * Game Develop JS Platform * Copyright 2013-2014 Florian Rival (Florian.Rival@gmail.com). All rights reserved. * This project is released under the GNU Lesser General Public License. */ /** * RuntimeObject represents an object being used on a RuntimeScene.
* The constructor can be called on an already existing RuntimeObject: * In this case, the constructor will try to reuse as much already existing members * as possible ( Recycling ).
* However, you should not be calling the constructor on an already existing object * which is not a RuntimeObject. * * @namespace gdjs * @class RuntimeObject * @constructor * @param runtimeScene The RuntimeScene owning the object. * @param objectData The data defining the object */ gdjs.RuntimeObject = function(runtimeScene, objectData) { this.name = objectData.name || ""; this._nameId = gdjs.RuntimeObject.getNameIdentifier(this.name); this.type = objectData.type || ""; this.x = 0; this.y = 0; this.angle = 0; this.zOrder = 0; this.hidden = false; this.layer = ""; this.livingOnScene = true; this.id = runtimeScene.createNewUniqueId(); //Hit boxes: if ( this._defaultHitBoxes === undefined ) { this._defaultHitBoxes = []; this._defaultHitBoxes.push(gdjs.Polygon.createRectangle(0,0)); } this.hitBoxes = this._defaultHitBoxes; this.hitBoxesDirty = true; if ( this.aabb === undefined ) this.aabb = { min:[0,0], max:[0,0] }; else { this.aabb.min[0] = 0; this.aabb.min[1] = 0; this.aabb.max[0] = 0; this.aabb.max[1] = 0; } //Variables: if ( !this._variables ) this._variables = new gdjs.VariablesContainer(objectData ? objectData.variables : undefined); else gdjs.VariablesContainer.call(this._variables, objectData ? objectData.variables : undefined); //Forces: if ( this._forces === undefined ) this._forces = []; else this.clearForces(); //A force returned by getAverageForce method: if (this._averageForce === undefined) this._averageForce = new gdjs.Force(0,0,false); //Automatisms: if (this._automatisms === undefined) this._automatisms = []; //Contains the automatisms of the object if (this._automatismsTable === undefined) this._automatismsTable = new Hashtable(); //Also contains the automatisms: Used when an automatism is accessed by its name ( see getAutomatism ). else this._automatismsTable.clear(); var that = this; var i = 0; gdjs.iterateOverArray(objectData.automatisms, function(autoData) { var ctor = gdjs.getAutomatismConstructor(autoData.type); //Try to reuse already existing automatisms. if ( i < that._automatisms.length ) { if ( that._automatisms[i] instanceof ctor ) ctor.call(that._automatisms[i], runtimeScene, autoData, that); else that._automatisms[i] = new ctor(runtimeScene, autoData, that); } else that._automatisms.push(new ctor(runtimeScene, autoData, that)); that._automatismsTable.put(autoData.name, that._automatisms[i]); i++; }); this._automatisms.length = i;//Make sure to delete already existing automatisms which are not used anymore. }; gdjs.RuntimeObject.forcesGarbage = []; //Global container for unused forces, avoiding recreating forces each tick. //Common members functions related to the object and its runtimeScene : /** * Called each time the scene is rendered. * * @method updateTime * @param elapsedTime {Number} The time elapsedTime since the last frame, in seconds. */ gdjs.RuntimeObject.prototype.updateTime = function(elapsedTime) { //Update the forces }; /** * Called when the object is created from an initial instance at the startup of the scene.
* Note this.common properties ( position, angle, z order... ) have already been setup. * * @method extraInitializationFromInitialInstance * @param initialInstanceData The data of the initial instance. */ gdjs.RuntimeObject.prototype.extraInitializationFromInitialInstance = function(initialInstanceData) { //Nothing to do. }; /** * Remove an object from a scene.
* Extensions writers, do not change this method. Instead, redefine the onDeletedFromScene method. * @method deleteFromScene * @param runtimeScene The RuntimeScene owning the object. */ gdjs.RuntimeObject.prototype.deleteFromScene = function(runtimeScene) { if ( this.livingOnScene ) { runtimeScene.markObjectForDeletion(this); this.livingOnScene = false; } }; /** * Called when the object is removed from its scene. * * @method onDeletedFromScene * @param runtimeScene The RuntimeScene owning the object. */ gdjs.RuntimeObject.prototype.onDeletedFromScene = function(runtimeScene) { }; //Common properties: /** * Get the name of the object. * @method getName * @return {String} The object's name. */ gdjs.RuntimeObject.prototype.getName = function() { return this.name; }; /** * Get the name identifier of the object. * @method getNameId * @return {Number} The object's name identifier. */ gdjs.RuntimeObject.prototype.getNameId = function() { return this._nameId; }; /** * Get the unique identifier of the object.
* The identifier is set by the runtimeScene owning the object.
* You can also use the id property ( this._bject.id ) for increased efficiency instead of * calling this method. * * @method getUniqueId * @return {Number} The object identifier */ gdjs.RuntimeObject.prototype.getUniqueId = function() { return this.id; }; /** * Set the position of the object. * * @method setPosition * @param x {Number} The new X position * @param y {Number} The new Y position */ gdjs.RuntimeObject.prototype.setPosition = function(x,y) { this.setX(x); this.setY(y); }; /** * Set the X position of the object. * * @method setX * @param x {Number} The new X position */ gdjs.RuntimeObject.prototype.setX = function(x) { if ( x === this.x ) return; this.x = x; this.hitBoxesDirty = true; }; /** * Get the X position of the object. * * @method getX * @return {Number} The X position of the object */ gdjs.RuntimeObject.prototype.getX = function() { return this.x; }; /** * Set the Y position of the object. * * @method setY * @param y {Number} The new Y position */ gdjs.RuntimeObject.prototype.setY = function(y) { if ( y === this.y ) return; this.y = y; this.hitBoxesDirty = true; }; /** * Get the Y position of the object. * * @method getY * @return {Number} The Y position of the object */ gdjs.RuntimeObject.prototype.getY = function() { return this.y; }; /** * Get the X position of the rendered object.
* For most objects, this will returns the same value as getX(). But if the object * has an origin this.is not the same as the point (0,0) of the object displayed, * getDrawableX will differs. * * @method getDrawableX * @return {Number} The X position of the rendered object. */ gdjs.RuntimeObject.prototype.getDrawableX = function() { return this.getX(); }; /** * Get the Y position of the rendered object.
* For most objects, this will returns the same value as getY(). But if the object * has an origin this.is not the same as the point (0,0) of the object displayed, * getDrawableY will differs. * * @method getDrawableY * @return {Number} The Y position of the rendered object. */ gdjs.RuntimeObject.prototype.getDrawableY = function() { return this.getY(); }; gdjs.RuntimeObject.prototype.rotateTowardPosition = function(x, y, speed, scene) { this.rotateTowardAngle(Math.atan2(y - (this.getDrawableY()+this.getCenterY()), x - (this.getDrawableX()+this.getCenterX()))*180/Math.PI, speed, scene); }; gdjs.RuntimeObject.prototype.rotateTowardAngle = function(angle, speed, runtimeScene) { if (speed === 0) { this.setAngle(angle); return; } var angularDiff = gdjs.evtTools.common.angleDifference(this.getAngle(), angle); var diffWasPositive = angularDiff >= 0; var newAngle = this.getAngle()+(diffWasPositive ? -1.0 : 1.0)*speed*runtimeScene.getElapsedTime()/1000; if (gdjs.evtTools.common.angleDifference(newAngle, angle) > 0 ^ diffWasPositive) newAngle = angle; this.setAngle(newAngle); if (this.getAngle() != newAngle) //Objects like sprite in 8 directions does not handle small increments... this.setAngle(angle); //...so force them to be in the path angle anyway. }; gdjs.RuntimeObject.prototype.rotate = function(speed, runtimeScene) { this.setAngle(this.getAngle()+speed*runtimeScene.getElapsedTime()/1000); }; /** * Set the Z order of the object. * * @method setZOrder * @param z {Number} The new Z order position of the object */ gdjs.RuntimeObject.prototype.setZOrder = function(z) { this.zOrder = z; }; /** * Get the Z order of the object. * * @method getZOrder * @return {Number} The Z order of the object */ gdjs.RuntimeObject.prototype.getZOrder = function() { return this.zOrder; }; /** * Set the angle of the object. * * @method setAngle * @param angle {Number} The new angle of the object */ gdjs.RuntimeObject.prototype.setAngle = function(angle) { if ( this.angle === angle ) return; this.angle = angle; this.hitBoxesDirty = true; }; /** * Get the rotation of the object. * * @method getAngle * @return {Number} The rotation of the object */ gdjs.RuntimeObject.prototype.getAngle = function() { return this.angle; } /** * Set the layer of the object. * * @method setLayer * @return {String} The new layer of the object */ gdjs.RuntimeObject.prototype.setLayer = function(layer) { this.layer = layer; } /** * Get the layer of the object. * * @method getLayer * @return {String} The layer of the object */ gdjs.RuntimeObject.prototype.getLayer = function() { return this.layer; } /** * Return true if the object is on the specified layer * * @method isOnLayer * @param layer {String} The layer to be tested. * @return {Boolean} true if the object is on the specified layer */ gdjs.RuntimeObject.prototype.isOnLayer = function(layer) { return this.layer === layer; } /** * Get the container of the object variables * @method getVariables * @return {variablesContainer} The variables of the object */ gdjs.RuntimeObject.prototype.getVariables = function() { return this._variables; }; /** * Get the value of a variable considered as a number. Equivalent of variable.getAsNumber() * @method getVariableNumber * @param variable The variable to be accessed * @return The value of the specified variable * @static */ gdjs.RuntimeObject.getVariableNumber = function(variable) { return variable.getAsNumber(); }; gdjs.RuntimeObject.prototype.getVariableNumber = gdjs.RuntimeObject.getVariableNumber; /** * Get the value of a variable considered as a string. Equivalent of variable.getAsString() * @method getVariableString * @param variable The variable to be accessed * @return The string of the specified variable * @static */ gdjs.RuntimeObject.getVariableString = function(variable) { return variable.getAsString(); }; gdjs.RuntimeObject.prototype.getVariableString = gdjs.RuntimeObject.getVariableString; /** * Shortcut to set the value of a variable considered as a number * @method setVariableNumber * @param variable The variable to be changed * @param newValue {Number} The value to be set */ gdjs.RuntimeObject.setVariableNumber = function(variable, newValue) { variable.setNumber(newValue); }; gdjs.RuntimeObject.prototype.setVariableNumber = gdjs.RuntimeObject.setVariableNumber; /** * Shortcut to set the value of a variable considered as a string * @method setVariableNumber * @param variable The variable to be changed * @param newValue {String} The value to be set */ gdjs.RuntimeObject.setVariableString = function(variable, newValue) { variable.setString(newValue); }; gdjs.RuntimeObject.prototype.setVariableString = gdjs.RuntimeObject.setVariableString; /** * @method variableChildExists * @static * @private * @param variable The variable to be tested * @param childName {String} The name of the child */ gdjs.RuntimeObject.variableChildExists = function(variable, childName) { return variable.hasChild(childName); }; gdjs.RuntimeObject.prototype.variableChildExists = gdjs.RuntimeObject.variableChildExists; /** * @method variableRemoveChild * @static * @private * @param variable The variable to be changed * @param childName {String} The name of the child */ gdjs.RuntimeObject.variableRemoveChild = function(variable, childName) { return variable.removeChild(childName); }; gdjs.RuntimeObject.prototype.variableRemoveChild = gdjs.RuntimeObject.variableRemoveChild; /** * Shortcut to test if a variable exists for the object. * @method hasVariable * @param name {String} The variable to be tested */ gdjs.RuntimeObject.prototype.hasVariable = function(name) { return this._variables.has(name); }; /** * Hide or show the object * @method hide * @param enable {Boolean} Set it to true to hide the object, false to show it. */ gdjs.RuntimeObject.prototype.hide = function(enable) { this.hidden = enable; }; /** * Return true if the object is not hidden. * @method isVisible * @return {Boolean} true if the object is not hidden. */ gdjs.RuntimeObject.prototype.isVisible = function(enable) { return !this.hidden; }; /** * Return true if the object is hidden. * @method isHidden * @return {Boolean} true if the object is hidden. */ gdjs.RuntimeObject.prototype.isHidden = function(enable) { return this.hidden; }; /** * Return the width of the object * @method getWidth * @return {Number} The width of the object */ gdjs.RuntimeObject.prototype.getWidth = function() { return 0; }; /** * Return the width of the object * @method getHeight * @return {Number} The height of the object */ gdjs.RuntimeObject.prototype.getHeight = function() { return 0; }; /** * Return the X position of the object center, relative to the object position. * @method getCenterX */ gdjs.RuntimeObject.prototype.getCenterX = function() { return this.getWidth()/2; }; /** * Return the Y position of the object center, relative to the object position. * @method getCenterY */ gdjs.RuntimeObject.prototype.getCenterY = function() { return this.getHeight()/2; }; //Forces : /** * Get a force from the garbage, or create a new force is garbage is empty.
* To be used each time a force is created so as to avoid temporaries objects. * * @method getRecycledForce * @private * @param x {Number} The x coordinates of the force * @param y {Number} The y coordinates of the force * @param clearing {Number} Set the force clearing */ gdjs.RuntimeObject.prototype._getRecycledForce = function(x, y, clearing) { if ( gdjs.RuntimeObject.forcesGarbage.length === 0 ) return new gdjs.Force(x, y, clearing); else { var recycledForce = gdjs.RuntimeObject.forcesGarbage.pop(); recycledForce.setX(x); recycledForce.setY(y); recycledForce.setClearing(clearing); return recycledForce; } }; /** * Add a force to the object to make it moving. * @method addForce * @param x {Number} The x coordinates of the force * @param y {Number} The y coordinates of the force * @param clearing {Number} Set the force clearing */ gdjs.RuntimeObject.prototype.addForce = function(x,y, clearing) { this._forces.push(this._getRecycledForce(x, y, clearing)); }; /** * Add a force using polar coordinates. * @method addPolarForce * @param angle {Number} The angle of the force * @param len {Number} The length of the force * @param clearing {Number} Set the force clearing */ gdjs.RuntimeObject.prototype.addPolarForce = function(angle, len, clearing) { var forceX = Math.cos(angle/180*3.14159)*len; var forceY = Math.sin(angle/180*3.14159)*len; this._forces.push(this._getRecycledForce(forceX, forceY, clearing)); }; /** * Add a force oriented toward a position * @method addForceTowardPosition * @param x {Number} The target x position * @param y {Number} The target y position * @param len {Number} The force length, in pixels. * @param clearing {Number} Set the force clearing */ gdjs.RuntimeObject.prototype.addForceTowardPosition = function(x,y, len, clearing) { var angle = Math.atan2(y - (this.getDrawableY()+this.getCenterY()), x - (this.getDrawableX()+this.getCenterX())); var forceX = Math.cos(angle)*len; var forceY = Math.sin(angle)*len; this._forces.push(this._getRecycledForce(forceX, forceY, clearing)); }; /** * Add a force oriented toward another object.
* (Shortcut for addForceTowardPosition) * @method addForceTowardObject * @param obj The target object * @param len {Number} The force length, in pixels. * @param clearing {Number} Set the force clearing */ gdjs.RuntimeObject.prototype.addForceTowardObject = function(obj, len, clearing) { if ( obj == null ) return; this.addForceTowardPosition(obj.getDrawableX()+obj.getCenterX(), obj.getDrawableY()+obj.getCenterY(), len, clearing); }; /** * Deletes all forces applied on the object * @method clearForces */ gdjs.RuntimeObject.prototype.clearForces = function() { gdjs.RuntimeObject.forcesGarbage.push.apply(gdjs.RuntimeObject.forcesGarbage, this._forces); this._forces.length = 0; }; /** * Return true if no forces are applied on the object. * @method hasNoForces * @return {Boolean} true if no forces are applied on the object. */ gdjs.RuntimeObject.prototype.hasNoForces = function() { return this._forces.length === 0; }; /** * Called once a step by runtimeScene to update forces magnitudes and * remove null ones. * @method updateForces */ gdjs.RuntimeObject.prototype.updateForces = function(elapsedTime) { for(var i = 0;i * The default implementation returns a basic bouding box based on the result of getWidth and * getHeight. You should probably redefine updateHitBoxes instead of this function. * * @method getHitBoxes * @return {Array} An array composed of polygon. */ gdjs.RuntimeObject.prototype.getHitBoxes = function() { //Avoid a naive implementation requiring to recreate temporaries each time //the function is called: //(var rectangle = gdjs.Polygon.createRectangle(this.getWidth(), this.getHeight()); //...) if ( this.hitBoxesDirty ) { this.updateHitBoxes(); this.updateAABB(); this.hitBoxesDirty = false; } return this.hitBoxes; }; /** * Update the hit boxes for the object.
* The default implementation set a basic bouding box based on the result of getWidth and * getHeight. * * You should not call this function by yourself, it is called when necessary by getHitBoxes method. * However, you can redefine it if your object need custom hit boxes. * * @method updateHitBoxes */ gdjs.RuntimeObject.prototype.updateHitBoxes = function() { //Ensure we're using the default hitbox (a single rectangle) this.hitBoxes = this._defaultHitBoxes; var width = this.getWidth(); var height = this.getHeight(); this.hitBoxes[0].vertices[0][0] =-width/2.0; this.hitBoxes[0].vertices[0][1] =-height/2.0; this.hitBoxes[0].vertices[1][0] =+width/2.0; this.hitBoxes[0].vertices[1][1] =-height/2.0; this.hitBoxes[0].vertices[2][0] =+width/2.0; this.hitBoxes[0].vertices[2][1] =+height/2.0; this.hitBoxes[0].vertices[3][0] =-width/2.0; this.hitBoxes[0].vertices[3][1] =+height/2.0; this.hitBoxes[0].rotate(this.getAngle()/180*3.14159); this.hitBoxes[0].move(this.getDrawableX()+this.getCenterX(), this.getDrawableY()+this.getCenterY()); }; //Experimental gdjs.RuntimeObject.prototype.getAABB = function() { if ( this.hitBoxesDirty ) { this.updateHitBoxes(); this.updateAABB(); this.hitBoxesDirty = false; } return this.aabb; }; gdjs.RuntimeObject.prototype.updateAABB = function() { this.aabb.min[0] = this.getDrawableX(); this.aabb.min[1] = this.getDrawableY(); this.aabb.max[0] = this.getDrawableX()+this.getWidth(); this.aabb.max[1] = this.getDrawableY()+this.getHeight(); }; //Automatisms: /** * Call each automatism stepPreEvents method. * @method stepAutomatismsPreEvents */ gdjs.RuntimeObject.prototype.stepAutomatismsPreEvents = function(runtimeScene) { for(var i = 0, len = this._automatisms.length;i * Be careful, the automatism must exists, no check is made on the name. * @method getAutomatism * @param name {String} The automatism name. */ gdjs.RuntimeObject.prototype.getAutomatism = function(name) { return this._automatismsTable.get(name); }; /** * Check if an automatism is used by the object. * * @method hasAutomatism * @param name {String} The automatism name. */ gdjs.RuntimeObject.prototype.hasAutomatism = function(name) { return this._automatismsTable.containsKey(name); }; /** * De/activate an automatism of the object.
* * @method activateAutomatism * @param name {String} The automatism name. * @param enable {Boolean} true to activate the automatism */ gdjs.RuntimeObject.prototype.activateAutomatism = function(name, enable) { if ( this._automatismsTable.containsKey(name) ) { this._automatismsTable.get(name).activate(enable); } }; /** * De/activate an automatism of the object.
* * @method activateAutomatism * @param name {String} The automatism name. * @return true if the automatism is activated. */ gdjs.RuntimeObject.prototype.automatismActivated = function(name, enable) { if ( this._automatismsTable.containsKey(name) ) { this._automatismsTable.get(name).activated(); } return false; }; //Other : /** * Separate the object from others objects, using their hitboxes. * @method separateFromObjects * @param objectsLists Tables of objects */ gdjs.RuntimeObject.prototype.separateFromObjects = function(objectsLists) { //Prepare the list of objects to iterate over. var objects = []; var lists = objectsLists.values(); for(var i = 0, len = lists.length;i * The distance is computed between the position and the center of the object. * * @method putAround * @param x {Number} The x position of the target * @param y {Number} The y position of the target * @param distance {Number} The distance between the object and the target * @param angleInDegrees {Number} The angle between the object and the target, in degrees. */ gdjs.RuntimeObject.prototype.putAround = function(x,y,distance,angleInDegrees) { var angle = angleInDegrees/180*3.14159; this.setX( x + Math.cos(angle)*distance - this.getCenterX() ); this.setY( y + Math.sin(angle)*distance - this.getCenterY() ); }; /** * Put the object around another object, with a specific distance and angle.
* The distance is computed between the centers of the objects. * * @method putAround * @param obj The target object * @param distance {Number} The distance between the object and the target * @param angleInDegrees {Number} The angle between the object and the target, in degrees. */ gdjs.RuntimeObject.prototype.putAroundObject = function(obj,distance,angleInDegrees) { this.putAround(obj.getX()+obj.getCenterX(), obj.getY()+obj.getCenterY(), distance, angleInDegrees); }; /** * @method separateObjectsWithoutForces * @deprecated * @param objectsLists Tables of objects */ gdjs.RuntimeObject.prototype.separateObjectsWithoutForces = function(objectsLists) { //Prepare the list of objects to iterate over. var objects = []; var lists = objectsLists.values(); for(var i = 0, len = lists.length;i objects[i].getDrawableX()+objects[i].getWidth() ){ this.setX( objects[i].getDrawableX()+objects[i].getWidth() ); } if ( this.getDrawableY() < objects[i].getDrawableY() ){ this.setY( objects[i].getDrawableY() - this.getHeight() ); } else if ( this.getDrawableY()+this.getHeight() > objects[i].getDrawableY()+objects[i].getHeight() ){ this.setY( objects[i].getDrawableY()+objects[i].getHeight() ); } } } }; /** * @method SeparateObjectsWithForces * @deprecated * @param objectsLists Tables of objects */ gdjs.RuntimeObject.prototype.separateObjectsWithForces = function(objectsLists, len) { if ( len == undefined ) len = 10; //Prepare the list of objects to iterate over. var objects = []; var lists = objectsLists.values(); for(var i = 0, len = lists.length;i obj1BoundingRadius + obj2BoundingRadius ) return false; //Or if in circle are colliding var obj1MinEdge = Math.min(o1w, o1h)/2.0; var obj2MinEdge = Math.min(o2w, o2h)/2.0; if ( x*x+y*y < obj1MinEdge*obj1MinEdge+2*obj1MinEdge*obj2MinEdge+obj2MinEdge*obj2MinEdge ) return true; //Do a real check if necessary. var hitBoxes1 = obj1.getHitBoxes(); var hitBoxes2 = obj2.getHitBoxes(); for(var k = 0, lenBoxes1 = hitBoxes1.length;k * Some features may want to compare objects name a large number of time. In this case, * it may be more efficient to compare objects name identifier ( see gdjs.RuntimeObject.getNameId ). * @method getNameIdentifier * @static */ gdjs.RuntimeObject.getNameIdentifier = function(name) { gdjs.RuntimeObject.getNameIdentifier.identifiers = gdjs.RuntimeObject.getNameIdentifier.identifiers || new Hashtable(); if ( gdjs.RuntimeObject.getNameIdentifier.identifiers.containsKey(name) ) return gdjs.RuntimeObject.getNameIdentifier.identifiers.get(name); var newKey = gdjs.RuntimeObject.getNameIdentifier.identifiers.keys().length; gdjs.RuntimeObject.getNameIdentifier.identifiers.put(name, newKey); return newKey; }; //Notify gdjs the RuntimeObject exists. gdjs.RuntimeObject.thisIsARuntimeObjectConstructor = "";