Files
GDevelop/GDJS/Runtime/runtimeobject.js
T
2014-08-14 21:45:55 +02:00

1053 lines
32 KiB
JavaScript

/*
* 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.<br>
* 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 ).<br>
* 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 <b>seconds</b>.
*/
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.<br>
* 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.<br>
* 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.<br>
* The identifier is set by the runtimeScene owning the object.<br>
* 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.<br>
* 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.<br>
* 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.<br>
* 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.<br>
* (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<this._forces.length;) {
if(this._forces[i].getClearing() === 0 || this._forces[i].getLength() <= 0.001)
{
gdjs.RuntimeObject.forcesGarbage.push(this._forces[i]);
this._forces.remove(i);
}
else
{
this._forces[i].setLength(this._forces[i].getLength() - this._forces[i].getLength() * ( 1 - this._forces[i].getClearing() ) * elapsedTime);
++i;
}
}
};
/**
* Return a force which is the sum of all forces applied on the object.
*
* @method getAverageForce
* @return {force} A force object.
*/
gdjs.RuntimeObject.prototype.getAverageForce = function() {
var averageX = 0;
var averageY = 0;
for(var i = 0, len = this._forces.length;i<len;++i) {
averageX += this._forces[i].getX();
averageY += this._forces[i].getY();
}
this._averageForce.setX(averageX);
this._averageForce.setY(averageY);
return this._averageForce;
};
/**
* Return true if the average angle of the forces applied on the object
* is in a given range.
*
* @method averageForceAngleIs
* @param angle {Number} The angle to be tested.
* @param toleranceInDegrees {Number} The length of the range :
* @return {Boolean} true if the difference between the average angle of the forces
* and the angle parameter is inferior to toleranceInDegrees parameter.
*/
gdjs.RuntimeObject.prototype.averageForceAngleIs = function(angle, toleranceInDegrees) {
var averageAngle = this.getAverageForce().getAngle();
if ( averageAngle < 0 ) averageAngle += 360;
return Math.abs(angle-averageAngle) < toleranceInDegrees/2;
};
//Hit boxes and collision :
/**
* Get the hit boxes for the object.<br>
* 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.<br>
* 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<len;++i) {
this._automatisms[i].stepPreEvents(runtimeScene);
}
};
/**
* Call each automatism stepPostEvents method.
* @method stepAutomatismsPostEvents
*/
gdjs.RuntimeObject.prototype.stepAutomatismsPostEvents = function(runtimeScene) {
for(var i = 0, len = this._automatisms.length;i<len;++i) {
this._automatisms[i].stepPostEvents(runtimeScene);
}
};
/**
* Get an automatism from its name.<br>
* 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.<br>
*
* @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.<br>
*
* @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<len;++i) {
objects.push.apply(objects, lists[i]);
}
var xMove = 0; var yMove = 0;
var hitBoxes = this.getHitBoxes();
//Check if their is a collision with each object
for(var i = 0, len = objects.length;i<len;++i) {
if ( objects[i].id != this.id ) {
var otherHitBoxes = objects[i].getHitBoxes();
for(var k = 0, lenk = hitBoxes.length;k<lenk;++k) {
for(var l = 0, lenl = otherHitBoxes.length;l<lenl;++l) {
var result = gdjs.Polygon.collisionTest(hitBoxes[k], otherHitBoxes[l]);
if ( result.collision ) {
xMove += result.move_axis[0];
yMove += result.move_axis[1];
}
}
}
}
}
//Move according to the results returned by the collision algorithm.
this.setPosition(this.getX()+xMove, this.getY()+yMove);
};
gdjs.RuntimeObject.prototype.getDistanceFrom = function(otherObject) {
return Math.sqrt(this.getSqDistanceFrom(otherObject));
};
gdjs.RuntimeObject.prototype.getSqDistanceFrom = function(otherObject) {
if ( otherObject == null ) return 0;
var x = this.getX()+this.getCenterX() - (otherObject.getX()+otherObject.getCenterX());
var y = this.getY()+this.getCenterY() - (otherObject.getY()+otherObject.getCenterY());
return x*x+y*y;
};
/**
* Put the object around a position, with a specific distance and angle.<br>
* 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.<br>
* 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<len;++i) {
objects.push.apply(objects, lists[i]);
}
for(var i = 0, len = objects.length;i<len;++i) {
if ( objects[i].id != this.id ) {
if ( this.getDrawableX() < objects[i].getDrawableX() ){
this.setX( objects[i].getDrawableX() - this.getWidth() );
}
else if ( this.getDrawableX()+this.getWidth() > 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<len;++i) {
objects.push.apply(objects, lists[i]);
}
for(var i = 0, len = objects.length;i<len;++i) {
if ( objects[i].id != this.id ) {
if ( this.getDrawableX()+this.getCenterX() < objects[i].getDrawableX()+objects[i].getCenterX() )
{
var av = this.hasNoForces() ? 0 : this.getAverageForce().getX();
this.addForce( -av - 10, 0, false );
}
else
{
var av = this.hasNoForces() ? 0 : this.getAverageForce().getX();
this.addForce( -av + 10, 0, false );
}
if ( this.getDrawableY()+this.getCenterY() < objects[i].getDrawableY()+objects[i].getCenterY() )
{
var av = this.hasNoForces() ? 0 : this.getAverageForce().getY();
this.addForce( 0, -av - 10, false );
}
else
{
var av = this.hasNoForces() ? 0 : this.getAverageForce().getY();
this.addForce( 0, -av + 10, false );
}
}
}
/*
for(var i = 0, len = objects.length;i<len;++i) {
if ( objects[i].id != this.id ) {
this.addForceTowardObject(objects[i], -len, false);
}
}*/
};
/**
* Return true if the hitboxes of two objects are overlapping
* @method collisionTest
* @static
* @param obj1 The first runtimeObject
* @param obj2 The second runtimeObject
*/
gdjs.RuntimeObject.collisionTest = function(obj1, obj2) {
//First check if bounding circle are too far.
var o1w = obj1.getWidth();
var o1h = obj1.getHeight();
var o2w = obj2.getWidth();
var o2h = obj2.getHeight();
var x = obj1.getDrawableX()+obj1.getCenterX()-(obj2.getDrawableX()+obj2.getCenterX());
var y = obj1.getDrawableY()+obj1.getCenterY()-(obj2.getDrawableY()+obj2.getCenterY());
var obj1BoundingRadius = Math.sqrt(o1w*o1w+o1h*o1h)/2.0;
var obj2BoundingRadius = Math.sqrt(o2w*o2w+o2h*o2h)/2.0;
if ( Math.sqrt(x*x+y*y) > 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<lenBoxes1;++k) {
for(var l = 0, lenBoxes2 = hitBoxes2.length;l<lenBoxes2;++l) {
if ( gdjs.Polygon.collisionTest(hitBoxes1[k], hitBoxes2[l]).collision ) {
return true;
}
}
}
return false;
};
/**
* Check the distance between two objects.
* @method distanceTest
* @static
*/
gdjs.RuntimeObject.distanceTest = function(obj1, obj2, distance) {
var x = obj1.getDrawableX()+obj1.getCenterX()-(obj2.getDrawableX()+obj2.getCenterX());
var y = obj1.getDrawableY()+obj1.getCenterY()-(obj2.getDrawableY()+obj2.getCenterY());
return x*x+y*y <= distance;
};
/**
* Get the identifier associated to an object name :<br>
* 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 = "";