Files
GDevelop/Extensions/Lighting/JsExtension.js
T
AlexandreS 582e71e9d3 UI minor improvements and fixes
- Change help link for light object
- Set new object default name depending on its type
- Make object input sticky at the bottom in ObjectGroupEditor
- Force loss of focus on sliders when mouse is up
- Add possibility to close editor tabs with mouse middle click
- Use user preferred theme to set IDE loading screen background color
2022-02-16 17:38:54 +01:00

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// @flow
/**
* This is a declaration of an extension for GDevelop 5.
*
* ️ Changes in this file are watched and automatically imported if the editor
* is running. You can also manually run `node import-GDJS-Runtime.js` (in newIDE/app/scripts).
*
* The file must be named "JsExtension.js", otherwise GDevelop won't load it.
* ⚠️ If you make a change and the extension is not loaded, open the developer console
* and search for any errors.
*
* More information on https://github.com/4ian/GDevelop/blob/master/newIDE/README-extensions.md
*/
/*::
// Import types to allow Flow to do static type checking on this file.
// Extensions declaration are typed using Flow (like the editor), but the files
// for the game engine are checked with TypeScript annotations.
import { type ObjectsRenderingService, type ObjectsEditorService } from '../JsExtensionTypes.flow.js'
*/
module.exports = {
createExtension: function (
_ /*: (string) => string */,
gd /*: libGDevelop */
) {
const extension = new gd.PlatformExtension();
extension.setExtensionInformation(
'Lighting',
_('Lights'),
'This provides a light object, and a behavior to mark other objects as being obstacles for the lights. This is a great way to create a special atmosphere to your game, along with effects, make it more realistic or to create gameplays based on lights.',
'Harsimran Virk',
'MIT'
);
const lightObstacleBehavior = new gd.BehaviorJsImplementation();
// $FlowExpectedError - ignore Flow warning as we're creating a behavior
lightObstacleBehavior.updateProperty = function (
behaviorContent,
propertyName,
newValue
) {
return false;
};
// $FlowExpectedError - ignore Flow warning as we're creating a behavior
lightObstacleBehavior.getProperties = function (behaviorContent) {
const behaviorProperties = new gd.MapStringPropertyDescriptor();
return behaviorProperties;
};
// $FlowExpectedError - ignore Flow warning as we're creating a behavior
lightObstacleBehavior.initializeContent = function (behaviorContent) {};
extension
.addBehavior(
'LightObstacleBehavior',
_('Light Obstacle Behavior'),
'LightObstacleBehavior',
_(
'Flag objects as being obstacles to light. The light emitted by light objects will be stopped by the object.'
),
'',
'CppPlatform/Extensions/lightObstacleIcon32.png',
'LightObstacleBehavior',
lightObstacleBehavior,
new gd.BehaviorsSharedData()
)
.setIncludeFile('Extensions/Lighting/lightobstacleruntimebehavior.js')
.addIncludeFile('Extensions/Lighting/lightruntimeobject.js')
.addIncludeFile(
'Extensions/Lighting/lightruntimeobject-pixi-renderer.js'
);
const lightObject = new gd.ObjectJsImplementation();
// $FlowExpectedError - ignore Flow warning as we're creating an object.
lightObject.updateProperty = function (
objectContent,
propertyName,
newValue
) {
if (propertyName === 'radius') {
objectContent.radius = parseFloat(newValue);
return true;
}
if (propertyName === 'color') {
objectContent.color = newValue;
return true;
}
if (propertyName === 'debugMode') {
objectContent.debugMode = newValue === '1';
return true;
}
if (propertyName === 'texture') {
objectContent.texture = newValue;
return true;
}
return false;
};
// $FlowExpectedError - ignore Flow warning as we're creating an object.
lightObject.getProperties = function (objectContent) {
const objectProperties = new gd.MapStringPropertyDescriptor();
objectProperties.set(
'radius',
new gd.PropertyDescriptor(objectContent.radius.toString())
.setType('number')
.setLabel(_('Radius'))
);
objectProperties.set(
'color',
new gd.PropertyDescriptor(objectContent.color)
.setType('color')
.setLabel(_('Color'))
);
objectProperties.set(
'debugMode',
new gd.PropertyDescriptor(objectContent.debugMode ? 'true' : 'false')
.setType('boolean')
.setLabel(_('Debug mode'))
.setDescription(
_(
'When activated, display the lines used to render the light - useful to understand how the light is rendered on screen.'
)
)
.setGroup(_('Advanced'))
);
objectProperties
.getOrCreate('texture')
.setValue(objectContent.texture)
.setType('resource')
.addExtraInfo('image')
.setLabel(_('Light texture (optional)'))
.setDescription(
_(
"A texture to be used to display the light. If you don't specify a texture, the light is rendered as fading from bright, in its center, to dark."
)
);
return objectProperties;
};
lightObject.setRawJSONContent(
JSON.stringify({
radius: 50,
color: '255;255;255',
debugMode: false,
texture: '',
})
);
// $FlowExpectedError - ignore Flow warning as we're creating an object.
lightObject.updateInitialInstanceProperty = function (
objectContent,
instance,
propertyName,
newValue,
project,
layout
) {
return false;
};
// $FlowExpectedError - ignore Flow warning as we're creating an object.
lightObject.getInitialInstanceProperties = function (
content,
instance,
project,
layout
) {
const instanceProperties = new gd.MapStringPropertyDescriptor();
return instanceProperties;
};
const object = extension
.addObject(
'LightObject',
_('Light'),
_(
'Displays a light on the scene, with a customizable radius and color. Add then the Light Obstacle behavior to the objects that must act as obstacle to the lights.'
),
'CppPlatform/Extensions/lightIcon32.png',
lightObject
)
.setIncludeFile('Extensions/Lighting/lightruntimeobject.js')
.addIncludeFile('Extensions/Lighting/lightruntimeobject-pixi-renderer.js')
.addIncludeFile('Extensions/Lighting/lightobstacleruntimebehavior.js')
.setCategoryFullName(_('Lights'));
object
.addAction(
'SetRadius',
_('Set the radius of light object'),
_('Set the radius of light object'),
_('Set the radius of _PARAM0_ to: _PARAM1_'),
'',
'CppPlatform/Extensions/lightIcon24.png',
'CppPlatform/Extensions/lightIcon16.png'
)
.addParameter('object', _('Object'), 'LightObject', false)
.addParameter('expression', _('Radius'), '', false)
.getCodeExtraInformation()
.setFunctionName('setRadius');
object
.addAction(
'SetColor',
_('Set the color of light object'),
_('Set the color of light object in format "R;G;B" string.'),
_('Set the color of _PARAM0_ to: _PARAM1_'),
'',
'res/actions/color24.png',
'res/actions/color.png'
)
.addParameter('object', _('Object'), 'LightObject', false)
.addParameter('color', _('Color'), '', false)
.getCodeExtraInformation()
.setFunctionName('setColor');
return extension;
},
runExtensionSanityTests: function (
gd /*: libGDevelop */,
extension /*: gdPlatformExtension*/
) {
return [];
},
registerEditorConfigurations: function (
objectsEditorService /*: ObjectsEditorService */
) {
objectsEditorService.registerEditorConfiguration(
'Lighting::LightObject',
objectsEditorService.getDefaultObjectJsImplementationPropertiesEditor({
helpPagePath: '/all-features/lighting/reference',
})
);
},
/**
* Register renderers for instance of objects on the scene editor.
*
* ️ Run `node import-GDJS-Runtime.js` (in newIDE/app/scripts) if you make any change.
*/
registerInstanceRenderers: function (
objectsRenderingService /*: ObjectsRenderingService */
) {
const RenderedInstance = objectsRenderingService.RenderedInstance;
const PIXI = objectsRenderingService.PIXI;
/**
* Renderer for instances of LightObject inside the IDE.
*
* @extends RenderedInstance
* @class RenderedLightObjectInstance
* @constructor
*/
function RenderedLightObjectInstance(
project,
layout,
instance,
associatedObject,
pixiContainer,
pixiResourcesLoader
) {
RenderedInstance.call(
this,
project,
layout,
instance,
associatedObject,
pixiContainer,
pixiResourcesLoader
);
this._radius = parseFloat(
this._associatedObject
.getProperties(this.project)
.get('radius')
.getValue()
);
if (this._radius <= 0) this._radius = 1;
const colorHex = objectsRenderingService.rgbOrHexToHexNumber(
this._associatedObject
.getProperties(this.project)
.get('color')
.getValue()
);
this._color = [
((colorHex >> 16) & 0xff) / 255,
((colorHex >> 8) & 0xff) / 255,
(colorHex & 0xff) / 255,
];
const geometry = new PIXI.Geometry();
const shader = PIXI.Shader.from(
`
precision mediump float;
attribute vec2 aVertexPosition;
uniform mat3 translationMatrix;
uniform mat3 projectionMatrix;
varying vec2 vPos;
void main() {
vPos = aVertexPosition;
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
}`,
`
precision mediump float;
uniform vec2 center;
uniform float radius;
uniform vec3 color;
uniform mat3 translationMatrix;
uniform mat3 projectionMatrix;
varying vec2 vPos;
void main() {
float l = length(vPos - center);
float intensity = 0.0;
if(l < radius)
intensity = clamp((radius - l)*(radius - l)/(radius*radius), 0.0, 1.0);
gl_FragColor = vec4(color*intensity, 1.0);
}
`,
{
center: [this._instance.getX(), this._instance.getY()],
radius: this._radius,
color: this._color,
}
);
this._vertexBuffer = new Float32Array([
this._instance.getX() - this._radius,
this._instance.getY() + this._radius,
this._instance.getX() + this._radius,
this._instance.getY() + this._radius,
this._instance.getX() + this._radius,
this._instance.getY() - this._radius,
this._instance.getX() - this._radius,
this._instance.getY() - this._radius,
]);
geometry
.addAttribute('aVertexPosition', this._vertexBuffer, 2)
.addIndex([0, 1, 2, 2, 3, 0]);
this._pixiObject = new PIXI.Mesh(geometry, shader);
this._pixiObject.blendMode = PIXI.BLEND_MODES.ADD;
this._pixiContainer.addChild(this._pixiObject);
this.update();
}
RenderedLightObjectInstance.prototype = Object.create(
RenderedInstance.prototype
);
/**
* Return the path to the thumbnail of the specified object.
*/
RenderedLightObjectInstance.getThumbnail = function (
project,
resourcesLoader,
object
) {
return 'CppPlatform/Extensions/lightIcon32.png';
};
/**
* This is called to update the PIXI object on the scene editor
*/
RenderedLightObjectInstance.prototype.update = function () {
this._pixiObject.shader.uniforms.center = new Float32Array([
this._instance.getX(),
this._instance.getY(),
]);
this._vertexBuffer[0] = this._instance.getX() - this._radius;
this._vertexBuffer[1] = this._instance.getY() + this._radius;
this._vertexBuffer[2] = this._instance.getX() + this._radius;
this._vertexBuffer[3] = this._instance.getY() + this._radius;
this._vertexBuffer[4] = this._instance.getX() + this._radius;
this._vertexBuffer[5] = this._instance.getY() - this._radius;
this._vertexBuffer[6] = this._instance.getX() - this._radius;
this._vertexBuffer[7] = this._instance.getY() - this._radius;
this._pixiObject.geometry
.getBuffer('aVertexPosition')
.update(this._vertexBuffer);
};
/**
* Return the width of the instance, when it's not resized.
*/
RenderedLightObjectInstance.prototype.getDefaultWidth = function () {
return this._pixiObject.width;
};
/**
* Return the height of the instance, when it's not resized.
*/
RenderedLightObjectInstance.prototype.getDefaultHeight = function () {
return this._pixiObject.height;
};
RenderedLightObjectInstance.prototype.getOriginX = function () {
return this._radius;
};
RenderedLightObjectInstance.prototype.getOriginY = function () {
return this._radius;
};
objectsRenderingService.registerInstanceRenderer(
'Lighting::LightObject',
RenderedLightObjectInstance
);
},
};