Files
GDevelop/GDJS/Runtime/objecttools.js
T
Florian 49008c8478 Added missing built-in extensions ( even if most of them are not implemented ).
git-svn-id: svn://localhost@1037 8062f311-0dae-4547-b526-b8ab9ac864a5
2013-06-15 18:11:26 +00:00

307 lines
11 KiB
JavaScript

/**
* @module gdjs.objectTools
*/
gdjs.objectTools = gdjs.objectTools || {};
/**
* Do a test on two tables of objects so as to remove the objects for which the test is false.
* If inverted == true, only the objects of the first table are filtered.
*/
gdjs.objectTools.TwoListsTest = function(func, objectsLists1, objectsLists2, inverted, extraParam) {
var objects1 = [];
var objects2 = [];
var objects1Values = objectsLists1.values();
var objects2Values = objectsLists2.values();
//Check if we're dealing with the same lists of objects
var objects1Keys = objectsLists1.keys();
var objects2Keys = objectsLists2.keys();
var sameObjectLists = objects1Keys.length === objects2Keys.length;
if ( sameObjectLists ) {
for( var i = 0, len = objects1Keys.length;i<len;++i) {
if ( objects1Keys[i] !== objects2Keys[i] ) {
sameObjectLists = false;
break;
}
}
}
//Prepare list of objects to iterate over.
//And remove these objects from the original tables.
for(var i = 0, len = objects1Values.length;i<len;++i) {
objects1.push.apply(objects1, objects1Values[i]);
objects1Values[i].length = 0; //Be sure not to lose the reference to the original array
}
if (sameObjectLists)
objects2 = objects1.slice(0);
else
{
for(var i = 0, len = objects2Values.length;i<len;++i) {
objects2.push.apply(objects2, objects2Values[i]);
objects2Values[i].length = 0; //Be sure not to lose the reference to the original array
}
}
//Iterate over the lists to do the test for each pair of objects.
var isTrue = false;
for(var i = 0, len1 = objects1.length;i<len1;++i) {
var atLeastOneObject = false;
for(var j = (!sameObjectLists ? 0 : i+1), len2 = objects2.length;j<len2;++j) {
if ( sameObjectLists || (objects1[i].getUniqueId() != objects2[j].getUniqueId()) ) {
if ( func(objects1[i], objects2[j], extraParam) ) {
if ( !inverted ) {
isTrue = true;
//Pick the objects
var objList = objectsLists1.get(objects1[i].getName());
if ( objList.indexOf(objects1[i]) == -1) objList.push(objects1[i]);
objList = objectsLists2.get(objects2[j].getName());
if ( objList.indexOf(objects2[j]) == -1) objList.push(objects2[j]);
}
atLeastOneObject = true;
}
}
}
if ( !atLeastOneObject && inverted ) { //The object is not overlapping any other object.
isTrue = true;
//We are sure that objects1[i] is not already in the list.
//(As we are iterating over objects1 and only objects1 are added )
objectsLists1.get(objects1[i].getName()).push(objects1[i]);
}
}
return isTrue;
}
//TODO: Same object lists, inverted
gdjs.objectTools.hitBoxesCollisionTest = function( objectsLists1, objectsLists2, inverted, runtimeScene) {
if ( inverted )
return gdjs.objectTools.TwoListsTest(gdjs.runtimeObject.collisionTest,
objectsLists1, objectsLists2, inverted);
var objects1 = [];
var objects2 = [];
var objects1NameId = [];
var objects2NameId = [];
var objects1Values = objectsLists1.values();
var objects2Values = objectsLists2.values();
//Check if we're dealing with the same lists of objects
var objects1Keys = objectsLists1.keys();
var objects2Keys = objectsLists2.keys();
var sameObjectLists = objects1Keys.length === objects2Keys.length;
if ( sameObjectLists ) {
for( var i = 0, len = objects1Keys.length;i<len;++i) {
if ( objects1Keys[i] !== objects2Keys[i] ) {
sameObjectLists = false;
break;
}
}
}
//Prepare list of objects to iterate over.
//And remove these objects from the original tables.
for(var i = 0, len = objects1Values.length;i<len;++i) {
if ( objects1Values[i].length !== 0 ) {
objects1.push.apply(objects1, objects1Values[i]);
objects1NameId.push(objects1Values[i][0].getNameId());
objects1Values[i].length = 0; //Be sure not to lose the reference to the original array
}
}
if (sameObjectLists) {
objects2 = objects1.slice(0);
objects2NameId = objects1NameId;
}
else
{
for(var i = 0, len = objects2Values.length;i<len;++i) {
if ( objects2Values[i].length !== 0 ) {
objects2.push.apply(objects2, objects2Values[i]);
objects2NameId.push(objects2Values[i][0].getNameId());
objects2Values[i].length = 0; //Be sure not to lose the reference to the original array
}
}
}
var isTrue = false;
//Search all the pairs colliding.
runtimeScene.updatePotentialCollidingObjects();
var pairs = runtimeScene.getPotentialCollidingObjects(objects1NameId, objects2NameId);
for(var i = 0, len = pairs.length;i<len;++i) {
if ( objects1.indexOf(pairs[i][0]) !== -1 && objects2.indexOf(pairs[i][1]) !== -1 ) {
var objList = objectsLists1.get(pairs[i][0].getName());
if ( objList.indexOf(pairs[i][0]) == -1) objList.push(pairs[i][0]);
objList = objectsLists2.get(pairs[i][1].getName());
if ( objList.indexOf(pairs[i][1]) == -1) objList.push(pairs[i][1]);
isTrue = true;
}
else if ( objects1.indexOf(pairs[i][1]) !== -1 && objects2.indexOf(pairs[i][0]) !== -1 ) {
var objList = objectsLists1.get(pairs[i][1].getName());
if ( objList.indexOf(pairs[i][1]) == -1) objList.push(pairs[i][1]);
objList = objectsLists2.get(pairs[i][0].getName());
if ( objList.indexOf(pairs[i][0]) == -1) objList.push(pairs[i][0]);
isTrue = true;
}
}
return isTrue;
}
gdjs.objectTools.distanceTest = function( objectsLists1, objectsLists2, distance, inverted) {
distance *= distance;
return gdjs.objectTools.TwoListsTest(gdjs.runtimeObject.distanceTest, objectsLists1,
objectsLists2, inverted, distance);
}
gdjs.objectTools.movesTowardTest = function( objectsLists1, objectsLists2, tolerance, inverted) {
var movesTowardTestInner = function(obj1, obj2) {
if ( obj1.hasNoForces() ) return false;
var objAngle = Math.atan2(obj2.getY()+obj2.getCenterY() - (obj1.getY()+obj1.getCenterY()),
obj2.getX()+obj2.getCenterX() - (obj1.getX()+obj1.getCenterX()));
objAngle *= 180/3.14159;
console.log(Math.abs(objAngle-obj1.getAverageForce().getAngle()));
return Math.abs(objAngle-obj1.getAverageForce().getAngle()) <= tolerance/2;
}
return gdjs.objectTools.TwoListsTest(movesTowardTestInner, objectsLists1, objectsLists2, inverted);
}
gdjs.objectTools.turnedTowardTest = function( objectsLists1, objectsLists2, tolerance, inverted) {
var turnedTowardTestInner = function(obj1, obj2) {
if ( obj1.hasNoForces() ) return false;
var objAngle = Math.atan2(obj2.getY()+obj2.getCenterY() - (obj1.getY()+obj1.getCenterY()),
obj2.getX()+obj2.getCenterX() - (obj1.getX()+obj1.getCenterX()));
objAngle *= 180/3.14159;
console.log(Math.abs(objAngle-obj1.getAverageForce().getAngle()));
return Math.abs(objAngle-obj1.getAngle()) <= tolerance/2;
}
return gdjs.objectTools.TwoListsTest(turnedTowardTestInner, objectsLists1, objectsLists2, inverted);
}
gdjs.objectTools.pickAllObjects = function(runtimeScene, objectsLists) {
var entries = objectsLists.entries();
for(var i = 0, len = entries.length;i<len;++i) {
var allObjects = runtimeScene.getObjects(entries[i][0]);
var objectsList = entries[i][1];
objectsList.length = 0;
objectsList.push.apply(objectsList, allObjects);
}
return true;
}
gdjs.objectTools.pickRandomObject = function(runtimeScene, objectsLists) {
//Create a list with all the objects
//and clear the lists of picked objects.
var objects = [];
var values = objectsLists.values();
for(var i = 0, len = values.length;i<len;++i) {
objects.push.apply(objects, values[i]);
values[i].length = 0; //Be sure not to lose the reference to the original array
}
//Pick only one object
if ( objects.length !== 0 ) {
var id = Math.round(Math.random()*(objects.length-1));
var theChosenOne = objects[id];
objectsLists.get(theChosenOne.getName()).push(theChosenOne);
}
return true;
}
/**
* Do the work of creating a new object
* @private
*/
gdjs.objectTools.doCreateObjectOnScene = function(runtimeScene, objectName, objectsLists, x, y, layer) {
//Find the object to create
var obj = null;
$(runtimeScene.getInitialObjectsXml()).find("Objet").each( function() {
if ( $(this).attr("nom") === objectName && $(this).attr("type") === "Sprite" /*TODO*/ ) {
obj = gdjs.spriteRuntimeObject(runtimeScene, $(this));
return false;
}
});
if ( obj == null ) {
$(runtimeScene.getGame().getInitialObjectsXml()).find("Objet").each( function() {
if ( $(this).attr("nom") === objectName && $(this).attr("type") === "Sprite" /*TODO*/ ) {
obj = gdjs.spriteRuntimeObject(runtimeScene, $(this));
return false;
}
});
}
//Add it to the scene
if ( obj != null ) {
obj.setPosition(x,y);
obj.setLayer(layer);
runtimeScene.addObject(obj);
//Let the new object be picked by next actions/conditions.
if ( objectsLists.containsKey(objectName) ) {
objectsLists.get(objectName).push(obj);
}
}
}
/**
* Allows events to create a new object on a scene.
*/
gdjs.objectTools.createObjectOnScene = function(runtimeScene, objectsLists, x, y, layer) {
gdjs.objectTools.doCreateObjectOnScene(runtimeScene, objectsLists.keys()[0], objectsLists, x, y, layer);
}
/**
* Allows events to create a new object on a scene.
*/
gdjs.objectTools.createObjectFromGroupOnScene = function(runtimeScene, objectsLists, objectName, x, y, layer) {
gdjs.objectTools.doCreateObjectOnScene(runtimeScene, objectName, objectsLists, x, y, layer);
}
gdjs.objectTools.pickedObjectsCount = function(objectsLists) {
var size = 0;
var values = objectsLists.values();
for(var i = 0, len = values.length;i<len;++i) {
size += values[i].length;
}
return size;
}