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a2bc0b3306
git-svn-id: svn://localhost@1099 8062f311-0dae-4547-b526-b8ab9ac864a5
337 lines
12 KiB
JavaScript
337 lines
12 KiB
JavaScript
/*
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* Game Develop JS Platform
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* Copyright 2013 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
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* This project is released under the GNU Lesser General Public License.
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*/
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/**
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* Tools related to objects, for events generated code.
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* @namespace gdjs.evtTools
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* @class object
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* @static
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*/
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gdjs.evtTools.object = gdjs.evtTools.object || {};
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/**
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* Do a test on two tables of objects so as to remove the objects for which the test is false.
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* If inverted == true, only the objects of the first table are filtered.
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* @method TwoListsTest
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*/
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gdjs.evtTools.object.TwoListsTest = function(func, objectsLists1, objectsLists2, inverted, extraParam) {
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var isTrue = false;
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var objects1Values = objectsLists1.values();
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var objects2Values = objectsLists2.values();
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for(var i = 0, leni = objects1Values.length;i<leni;++i) {
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var arr = objects1Values[i];
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for(var k = 0, lenk = arr.length;k<lenk;++k) {
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arr[k].pick = false;
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}
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}
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for(var i = 0, leni = objects2Values.length;i<leni;++i) {
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var arr = objects2Values[i];
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for(var k = 0, lenk = arr.length;k<lenk;++k) {
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arr[k].pick = false;
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}
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}
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for(var i = 0, leni = objects1Values.length;i<leni;++i) {
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var arr1 = objects1Values[i];
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for(var k = 0, lenk = arr1.length;k<lenk;++k) {
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var atLeastOneObject = false;
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for(var j = 0, lenj = objects2Values.length;j<lenj;++j) {
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var arr2 = objects2Values[j];
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for(var l = 0, lenl = arr2.length;l<lenl;++l) {
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if ( func(arr1[k], arr2[l], extraParam) ) {
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if ( !inverted ) {
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isTrue = true;
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//Pick the objects
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arr1[k].pick = true;
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arr2[l].pick = true;
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}
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atLeastOneObject = true;
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}
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}
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}
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if ( !atLeastOneObject && inverted ) { //The object is not overlapping any other object.
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isTrue = true;
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arr1[k].pick = true;
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}
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}
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}
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//Trim not picked objects from arrays.
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for(var i = 0, leni = objects1Values.length;i<leni;++i) {
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var arr = objects1Values[i];
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var finalSize = 0;
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for(var k = 0, lenk = arr.length;k<lenk;++k) {
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var obj = arr[k];
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if ( arr[k].pick ) {
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arr[finalSize] = obj;
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finalSize++;
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}
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}
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arr.length = finalSize;
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}
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for(var i = 0, leni = objects2Values.length;i<leni;++i) {
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var arr = objects2Values[i];
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var finalSize = 0;
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for(var k = 0, lenk = arr.length;k<lenk;++k) {
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var obj = arr[k];
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if ( arr[k].pick ) {
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arr[finalSize] = obj;
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finalSize++;
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}
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}
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arr.length = finalSize;
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}
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return isTrue;
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}
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gdjs.evtTools.object.hitBoxesCollisionTest = function( objectsLists1, objectsLists2, inverted, runtimeScene) {
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//if ( inverted ) ( See below why it is commented )
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return gdjs.evtTools.object.TwoListsTest(gdjs.runtimeObject.collisionTest,
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objectsLists1, objectsLists2, inverted);
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//Using HSHG ( code below ) is *less* efficient in games like SoldierJS
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//but more efficient when no collision is really involved ( For example, testing a collision
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//with lots of objects which are very far ).
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//For now, use of HSHG is deactivated ( TwoListsTest is always called above ) : The bottleneck
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//must come from the fact that HSHG performs collision test on all instances, and not on the
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//picked one. ( getPotentialCollidingObjects method is using all the objects of the scene. )
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var objects1 = [];
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var objects2 = [];
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var objects1NameId = [];
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var objects2NameId = [];
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var objects1Values = objectsLists1.values();
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var objects2Values = objectsLists2.values();
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//Check if we're dealing with the same lists of objects
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var objects1Keys = objectsLists1.keys();
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var objects2Keys = objectsLists2.keys();
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var sameObjectLists = objects1Keys.length === objects2Keys.length;
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if ( sameObjectLists ) {
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for( var i = 0, len = objects1Keys.length;i<len;++i) {
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if ( objects1Keys[i] !== objects2Keys[i] ) {
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sameObjectLists = false;
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break;
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}
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}
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}
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//Prepare list of objects to iterate over.
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//And remove these objects from the original tables.
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for(var i = 0, len = objects1Values.length;i<len;++i) {
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if ( objects1Values[i].length !== 0 ) {
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objects1.push.apply(objects1, objects1Values[i]);
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objects1NameId.push(objects1Values[i][0].getNameId());
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objects1Values[i].length = 0; //Be sure not to lose the reference to the original array
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}
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}
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if (sameObjectLists) {
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objects2 = objects1.slice(0);
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objects2NameId = objects1NameId;
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}
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else
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{
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for(var i = 0, len = objects2Values.length;i<len;++i) {
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if ( objects2Values[i].length !== 0 ) {
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objects2.push.apply(objects2, objects2Values[i]);
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objects2NameId.push(objects2Values[i][0].getNameId());
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objects2Values[i].length = 0; //Be sure not to lose the reference to the original array
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}
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}
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}
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var isTrue = false;
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//Search all the pairs colliding.
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runtimeScene.updatePotentialCollidingObjects();
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var pairs = runtimeScene.getPotentialCollidingObjects(objects1NameId, objects2NameId);
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for(var i = 0, len = pairs.length;i<len;++i) {
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if ( objects1.indexOf(pairs[i][0]) !== -1 && objects2.indexOf(pairs[i][1]) !== -1 ) {
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var objList = objectsLists1.get(pairs[i][0].getName());
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if ( objList.indexOf(pairs[i][0]) == -1) objList.push(pairs[i][0]);
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objList = objectsLists2.get(pairs[i][1].getName());
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if ( objList.indexOf(pairs[i][1]) == -1) objList.push(pairs[i][1]);
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isTrue = true;
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}
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else if ( objects1.indexOf(pairs[i][1]) !== -1 && objects2.indexOf(pairs[i][0]) !== -1 ) {
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var objList = objectsLists1.get(pairs[i][1].getName());
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if ( objList.indexOf(pairs[i][1]) == -1) objList.push(pairs[i][1]);
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objList = objectsLists2.get(pairs[i][0].getName());
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if ( objList.indexOf(pairs[i][0]) == -1) objList.push(pairs[i][0]);
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isTrue = true;
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}
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}
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return isTrue;
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}
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gdjs.evtTools.object.distanceTest = function( objectsLists1, objectsLists2, distance, inverted) {
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distance *= distance;
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return gdjs.evtTools.object.TwoListsTest(gdjs.runtimeObject.distanceTest, objectsLists1,
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objectsLists2, inverted, distance);
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}
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gdjs.evtTools.object.movesTowardTest = function( objectsLists1, objectsLists2, tolerance, inverted) {
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var movesTowardTestInner = function(obj1, obj2) {
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if ( obj1.hasNoForces() ) return false;
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var objAngle = Math.atan2(obj2.getY()+obj2.getCenterY() - (obj1.getY()+obj1.getCenterY()),
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obj2.getX()+obj2.getCenterX() - (obj1.getX()+obj1.getCenterX()));
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objAngle *= 180/3.14159;
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console.log(Math.abs(objAngle-obj1.getAverageForce().getAngle()));
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return Math.abs(objAngle-obj1.getAverageForce().getAngle()) <= tolerance/2;
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}
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return gdjs.evtTools.object.TwoListsTest(movesTowardTestInner, objectsLists1, objectsLists2, inverted);
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}
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gdjs.evtTools.object.turnedTowardTest = function( objectsLists1, objectsLists2, tolerance, inverted) {
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var turnedTowardTestInner = function(obj1, obj2) {
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if ( obj1.hasNoForces() ) return false;
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var objAngle = Math.atan2(obj2.getY()+obj2.getCenterY() - (obj1.getY()+obj1.getCenterY()),
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obj2.getX()+obj2.getCenterX() - (obj1.getX()+obj1.getCenterX()));
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objAngle *= 180/3.14159;
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console.log(Math.abs(objAngle-obj1.getAverageForce().getAngle()));
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return Math.abs(objAngle-obj1.getAngle()) <= tolerance/2;
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}
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return gdjs.evtTools.object.TwoListsTest(turnedTowardTestInner, objectsLists1, objectsLists2, inverted);
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}
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gdjs.evtTools.object.pickAllObjects = function(runtimeScene, objectsLists) {
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var entries = objectsLists.entries();
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for(var i = 0, len = entries.length;i<len;++i) {
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var allObjects = runtimeScene.getObjects(entries[i][0]);
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var objectsList = entries[i][1];
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objectsList.length = 0;
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objectsList.push.apply(objectsList, allObjects);
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}
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return true;
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}
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gdjs.evtTools.object.pickRandomObject = function(runtimeScene, objectsLists) {
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//Create a list with all the objects
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//and clear the lists of picked objects.
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var objects = [];
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var values = objectsLists.values();
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for(var i = 0, len = values.length;i<len;++i) {
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objects.push.apply(objects, values[i]);
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values[i].length = 0; //Be sure not to lose the reference to the original array
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}
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//Pick only one object
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if ( objects.length !== 0 ) {
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var id = Math.round(Math.random()*(objects.length-1));
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var theChosenOne = objects[id];
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objectsLists.get(theChosenOne.getName()).push(theChosenOne);
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}
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return true;
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}
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/**
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* Do the work of creating a new object
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* @private
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*/
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gdjs.evtTools.object.doCreateObjectOnScene = function(runtimeScene, objectName, objectsLists, x, y, layer) {
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//Find the object to create
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var obj = null;
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$(runtimeScene.getInitialObjectsXml()).find("Objet").each( function() {
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if ( $(this).attr("nom") === objectName ) {
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obj = gdjs.getObjectConstructor($(this).attr("type"))(runtimeScene, $(this));
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return false;
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}
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});
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if ( obj == null ) {
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$(runtimeScene.getGame().getInitialObjectsXml()).find("Objet").each( function() {
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if ( $(this).attr("nom") === objectName ) {
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obj = gdjs.getObjectConstructor($(this).attr("type"))(runtimeScene, $(this));
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return false;
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}
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});
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}
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//Add it to the scene
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if ( obj != null ) {
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obj.setPosition(x,y);
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obj.setLayer(layer);
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runtimeScene.addObject(obj);
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//Let the new object be picked by next actions/conditions.
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if ( objectsLists.containsKey(objectName) ) {
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objectsLists.get(objectName).push(obj);
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}
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}
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}
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/**
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* Allows events to create a new object on a scene.
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* @private
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*/
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gdjs.evtTools.object.createObjectOnScene = function(runtimeScene, objectsLists, x, y, layer) {
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gdjs.evtTools.object.doCreateObjectOnScene(runtimeScene, objectsLists.keys()[0], objectsLists, x, y, layer);
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}
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/**
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* Allows events to create a new object on a scene.
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* @private
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*/
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gdjs.evtTools.object.createObjectFromGroupOnScene = function(runtimeScene, objectsLists, objectName, x, y, layer) {
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gdjs.evtTools.object.doCreateObjectOnScene(runtimeScene, objectName, objectsLists, x, y, layer);
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}
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/**
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* Allows events to get the number of objects picked.
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* @private
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*/
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gdjs.evtTools.object.pickedObjectsCount = function(objectsLists) {
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var size = 0;
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var values = objectsLists.values();
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for(var i = 0, len = values.length;i<len;++i) {
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size += values[i].length;
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}
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return size;
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}
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