covid19-demo/games.gdevelop-app.com/vincenzo/game-adbfc30b-3d8b-43b1-87a.../events-tools/objecttools.js

438 lines
16 KiB
JavaScript

/*
* GDevelop JS Platform
* Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
/**
* Tools related to objects, for events generated code.
* @memberof gdjs.evtTools
* @namespace object
*/
gdjs.evtTools.object = gdjs.evtTools.object || {};
/**
* Keep only the specified object in the lists of picked objects.
*
* @param {Hashtable} objectsLists The lists of objects to trim
* @param {gdjs.RuntimeObject} runtimeObject The object to keep in the lists
*/
gdjs.evtTools.object.pickOnly = function(objectsLists, runtimeObject) {
for (var listName in objectsLists.items) {
if (objectsLists.items.hasOwnProperty(listName)) {
var list = objectsLists.items[listName];
if (list.indexOf(runtimeObject) === -1) {
list.length = 0; //Be sure not to lose the reference to the original array
} else {
list.length = 0; //Be sure not to lose the reference to the original array
list.push(runtimeObject);
}
}
}
};
/**
* A predicate to be passed to `gdjs.evtTools.object.twoListsTest`.
* @callback gdjsTwoListsTestPredicate
* @param {gdjs.RuntimeObject} object1 First object
* @param {gdjs.RuntimeObject} object2 Second object
* @param {*} extraArg An optional extra argument
* @return {boolean} true if the pair satisfy the predicate (for example,there is a collision), meaning that the objects will be picked, false otherwise (no collision).
*/
/**
* Do a test on two tables of objects so as to pick only the pair of objects for which the test is true.
*
* Note that the predicate method is not called stricly for each pair: When considering a pair of objects, if
* these objects have already been marked as picked, the predicate method won't be called again.
*
* Cost (Worst case, predicate being always false):
* Cost(Setting property 'picked' of NbObjList1+NbObjList2 objects to false)
* + Cost(predicate)*NbObjList1*NbObjList2
* + Cost(Testing NbObjList1+NbObjList2 booleans)
* + Cost(Removing NbObjList1+NbObjList2 objects from all the lists)
*
* Cost (Best case, predicate being always true):
* Cost(Setting property 'picked' of NbObjList1+NbObjList2 objects to false)
* + Cost(predicate)*(NbObjList1+NbObjList2)
* + Cost(Testing NbObjList1+NbObjList2 booleans)
*
*
* @param {gdjsTwoListsTestPredicate} predicate The predicate function is called with the two objects to compare, and an optional argument `extraArg`
* @param {Hashtable} objectsLists1 e.g. Hashtable.newFrom({ A: objects1 });
* @param {Hashtable} objectsLists2 e.g. Hashtable.newFrom({ B: objects2 });
* @param {boolean} inverted If `inverted` == true, only the objects of the first table are filtered.
* @param {*} extraArg (optional) This argument should be used to avoid declaring the predicate as a closure that would be created and destroyed at each call to twoListsTest (potentially multiple time per frame).
*/
gdjs.evtTools.object.twoListsTest = function(predicate, objectsLists1, objectsLists2, inverted, extraArg) {
var isTrue = false;
var objects1Lists = gdjs.staticArray(gdjs.evtTools.object.twoListsTest);
objectsLists1.values(objects1Lists);
var objects2Lists = gdjs.staticArray2(gdjs.evtTools.object.twoListsTest);
objectsLists2.values(objects2Lists);
for(var i = 0, leni = objects1Lists.length;i<leni;++i) {
var arr = objects1Lists[i];
for(var k = 0, lenk = arr.length;k<lenk;++k) {
arr[k].pick = false;
}
}
for(var i = 0, leni = objects2Lists.length;i<leni;++i) {
var arr = objects2Lists[i];
for(var k = 0, lenk = arr.length;k<lenk;++k) {
arr[k].pick = false;
}
}
//Launch the function for each object of the first list with each object
//of the second list.
for(var i = 0, leni = objects1Lists.length;i<leni;++i) {
var arr1 = objects1Lists[i];
for(var k = 0, lenk = arr1.length;k<lenk;++k) {
var atLeastOneObject = false;
for(var j = 0, lenj = objects2Lists.length;j<lenj;++j) {
var arr2 = objects2Lists[j];
for(var l = 0, lenl = arr2.length;l<lenl;++l) {
if (arr1[k].pick && arr2[l].pick) continue; //Avoid unnecessary costly call to predicate.
if (arr1[k].id !== arr2[l].id && predicate(arr1[k], arr2[l], extraArg)) {
if ( !inverted ) {
isTrue = true;
//Pick the objects
arr1[k].pick = true;
arr2[l].pick = true;
}
atLeastOneObject = true;
}
}
}
if ( !atLeastOneObject && inverted ) {
//For example, the object is not overlapping any other object.
isTrue = true;
arr1[k].pick = true;
}
}
}
//Trim not picked objects from lists.
for(var i = 0, leni = objects1Lists.length;i<leni;++i) {
var arr = objects1Lists[i];
var finalSize = 0;
for(var k = 0, lenk = arr.length;k<lenk;++k) {
var obj = arr[k];
if ( arr[k].pick ) {
arr[finalSize] = obj;
finalSize++;
}
}
arr.length = finalSize;
}
if ( !inverted ) {
for(var i = 0, leni = objects2Lists.length;i<leni;++i) {
var arr = objects2Lists[i];
var finalSize = 0;
for(var k = 0, lenk = arr.length;k<lenk;++k) {
var obj = arr[k];
if ( arr[k].pick ) {
arr[finalSize] = obj;
finalSize++;
}
}
arr.length = finalSize;
}
}
return isTrue;
}
/**
* Filter objects to keep only the one that fullfil the predicate
*
* Objects that do not fullfil the predicate are removed from objects lists.
*
* @param {Function} predicate The function applied to each object: must return true if the object fulfill the predicate.
* @param {Hashtable} objectsLists The lists of objects to trim
* @param {boolean} negatePredicate If set to true, the result of the predicate is negated.
* @param {*} extraArg Argument passed to the predicate (along with the object). Useful for avoiding relying on temporary closures.
* @return {boolean} true if at least one object fulfill the predicate.
*/
gdjs.evtTools.object.pickObjectsIf = function(predicate, objectsLists, negatePredicate, extraArg) {
var isTrue = false;
var lists = gdjs.staticArray(gdjs.evtTools.object.pickObjectsIf);
objectsLists.values(lists);
//Create a boolean for each object
for(var i = 0, leni = lists.length;i<leni;++i) {
var arr = lists[i];
for(var k = 0, lenk = arr.length;k<lenk;++k) {
arr[k].pick = false;
}
}
//Pick only objects that are fulfilling the predicate
for(var i = 0, leni = lists.length;i<leni;++i) {
var arr = lists[i];
for(var k = 0, lenk = arr.length;k<lenk;++k) {
if (negatePredicate ^ predicate(arr[k], extraArg)) {
isTrue = true;
arr[k].pick = true; //Pick the objects
}
}
}
//Trim not picked objects from lists.
for(var i = 0, leni = lists.length;i<leni;++i) {
var arr = lists[i];
var finalSize = 0;
for(var k = 0, lenk = arr.length;k<lenk;++k) {
var obj = arr[k];
if ( arr[k].pick ) {
arr[finalSize] = obj;
finalSize++;
}
}
arr.length = finalSize;
}
return isTrue;
};
gdjs.evtTools.object.hitBoxesCollisionTest = function(objectsLists1, objectsLists2, inverted, runtimeScene, ignoreTouchingEdges) {
return gdjs.evtTools.object.twoListsTest(gdjs.RuntimeObject.collisionTest,
objectsLists1, objectsLists2, inverted, ignoreTouchingEdges);
};
gdjs.evtTools.object._distanceBetweenObjects = function(obj1, obj2, distance) {
return obj1.getSqDistanceToObject(obj2) <= distance;
};
gdjs.evtTools.object.distanceTest = function(objectsLists1, objectsLists2, distance, inverted) {
return gdjs.evtTools.object.twoListsTest(gdjs.evtTools.object._distanceBetweenObjects,
objectsLists1, objectsLists2, inverted, distance*distance);
};
gdjs.evtTools.object._movesToward = function(obj1, obj2, tolerance) {
if ( obj1.hasNoForces() ) return false;
var objAngle = Math.atan2(obj2.getDrawableY()+obj2.getCenterY() - (obj1.getDrawableY()+obj1.getCenterY()),
obj2.getDrawableX()+obj2.getCenterX() - (obj1.getDrawableX()+obj1.getCenterX()));
objAngle *= 180/3.14159;
return Math.abs(gdjs.evtTools.common.angleDifference(obj1.getAverageForce().getAngle(), objAngle)) <= tolerance/2;
};
gdjs.evtTools.object.movesTowardTest = function(objectsLists1, objectsLists2, tolerance, inverted) {
return gdjs.evtTools.object.twoListsTest(gdjs.evtTools.object._movesToward,
objectsLists1, objectsLists2, inverted, tolerance);
};
gdjs.evtTools.object._turnedToward = function(obj1, obj2, tolerance) {
var objAngle = Math.atan2(obj2.getDrawableY()+obj2.getCenterY() - (obj1.getDrawableY()+obj1.getCenterY()),
obj2.getDrawableX()+obj2.getCenterX() - (obj1.getDrawableX()+obj1.getCenterX()));
objAngle *= 180/3.14159;
return Math.abs(gdjs.evtTools.common.angleDifference(obj1.getAngle(), objAngle)) <= tolerance/2;
};
gdjs.evtTools.object.turnedTowardTest = function(objectsLists1, objectsLists2, tolerance, inverted) {
return gdjs.evtTools.object.twoListsTest(gdjs.evtTools.object._turnedToward,
objectsLists1, objectsLists2, inverted, tolerance);
};
gdjs.evtTools.object.pickAllObjects = function(objectsContext, objectsLists) {
for (var name in objectsLists.items) {
if (objectsLists.items.hasOwnProperty(name)) {
var allObjects = objectsContext.getObjects(name);
var objectsList = objectsLists.items[name];
objectsList.length = 0;
objectsList.push.apply(objectsList, allObjects);
}
}
return true;
};
gdjs.evtTools.object.pickRandomObject = function(runtimeScene, objectsLists) {
// Compute one many objects we have
var objectsCount = 0;
for (var listName in objectsLists.items) {
if (objectsLists.items.hasOwnProperty(listName)) {
var list = objectsLists.items[listName];
objectsCount += list.length;
}
}
if (objectsCount === 0)
return false;
// Pick one random object
var index = Math.floor(Math.random()*objectsCount);
if (index >= objectsCount) index = objectsCount-1; //Should never happen.
// Find the object
var startIndex = 0;
var theChosenOne = null;
for (var listName in objectsLists.items) {
if (objectsLists.items.hasOwnProperty(listName)) {
var list = objectsLists.items[listName];
if (index - startIndex < list.length) {
theChosenOne = list[index - startIndex];
break;
}
startIndex += list.length;
}
}
gdjs.evtTools.object.pickOnly(objectsLists, theChosenOne);
return true;
};
gdjs.evtTools.object.pickNearestObject = function(objectsLists, x, y, inverted) {
var bestObject = null;
var best = 0;
var first = true;
var lists = gdjs.staticArray(gdjs.evtTools.object.pickNearestObject);
objectsLists.values(lists);
for(var i = 0, len = lists.length;i<len;++i) {
var list = lists[i];
for(var j = 0;j < list.length;++j) {
var object = list[j];
var distance = object.getSqDistanceTo(x, y);
if( first || (distance < best ^ inverted)) {
best = distance;
bestObject = object;
}
first = false;
}
}
if (!bestObject)
return false;
gdjs.evtTools.object.pickOnly(objectsLists, bestObject);
return true;
};
gdjs.evtTools.object.raycastObject = function(objectsLists, x, y, angle, dist, varX, varY, inverted) {
return gdjs.evtTools.object.raycastObjectToPosition(
objectsLists,
x, y,
x + dist*Math.cos(angle*Math.PI/180.0),
y + dist*Math.sin(angle*Math.PI/180.0),
varX, varY, inverted);
};
gdjs.evtTools.object.raycastObjectToPosition = function(objectsLists, x, y, endX, endY, varX, varY, inverted) {
var matchObject = null;
var testSqDist = inverted ? 0 : (endX - x)*(endX - x) + (endY - y)*(endY - y);
var resultX = 0;
var resultY = 0;
var lists = gdjs.staticArray(gdjs.evtTools.object.raycastObjectToPosition);
objectsLists.values(lists);
for (var i = 0; i < lists.length; i++) {
var list = lists[i];
for (var j = 0; j < list.length; j++) {
var object = list[j];
var result = object.raycastTest(x, y, endX, endY, !inverted);
if( result.collision ) {
if ( !inverted && (result.closeSqDist <= testSqDist) ) {
testSqDist = result.closeSqDist;
matchObject = object;
resultX = result.closeX;
resultY = result.closeY;
}
else if ( inverted && (result.farSqDist >= testSqDist) ) {
testSqDist = result.farSqDist;
matchObject = object;
resultX = result.farX;
resultY = result.farY;
}
}
}
}
if ( !matchObject )
return false;
gdjs.evtTools.object.pickOnly(objectsLists, matchObject);
varX.setNumber(resultX);
varY.setNumber(resultY);
return true;
};
/**
* Do the work of creating a new object
* @private
*/
gdjs.evtTools.object.doCreateObjectOnScene = function(objectsContext, objectName, objectsLists, x, y, layer) {
// objectsContext will either be the gdjs.RuntimeScene or, in an events function, the
// eventsFunctionContext. We can't directly use runtimeScene because the object name could
// be different than the real object name (this is the case in a function. The eventsFunctionContext
// will take care of this in createObject).
var obj = objectsContext.createObject(objectName);
if ( obj !== null ) {
//Do some extra setup
obj.setPosition(x,y);
obj.setLayer(layer);
//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.
* @private
*/
gdjs.evtTools.object.createObjectOnScene = function(objectsContext, objectsLists, x, y, layer) {
gdjs.evtTools.object.doCreateObjectOnScene(objectsContext, objectsLists.firstKey(), objectsLists, x, y, layer);
};
/**
* Allows events to create a new object on a scene.
* @private
*/
gdjs.evtTools.object.createObjectFromGroupOnScene = function(objectsContext, objectsLists, objectName, x, y, layer) {
gdjs.evtTools.object.doCreateObjectOnScene(objectsContext, objectName, objectsLists, x, y, layer);
};
/**
* Allows events to get the number of objects picked.
* @private
*/
gdjs.evtTools.object.pickedObjectsCount = function(objectsLists) {
var size = 0;
var lists = gdjs.staticArray(gdjs.evtTools.object.pickedObjectsCount);
objectsLists.values(lists);
for(var i = 0, len = lists.length;i<len;++i) {
size += lists[i].length;
}
return size;
};