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p5play.js
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p5play.js
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/**
* p5play
* @version 3.25
* @author quinton-ashley
*/
if (typeof planck != 'object') {
if (typeof process == 'object') {
global.planck = require('./planck.min.js');
} else throw 'planck.js must be loaded before p5play';
}
p5.prototype.registerMethod('init', function p5playInit() {
const $ = this; // the p5 or q5 instance that called p5playInit
const pl = planck;
// Google Analytics collects anonymous usage data to help make p5play better.
// To opt out, set window._p5play_gtagged to false before loading p5play.
if (
typeof process != 'object' && // don't track in node.js
window._p5play_gtagged != false
) {
let script = document.createElement('script');
script.src = 'https://www.googletagmanager.com/gtag/js?id=G-EHXNCTSYLK';
script.async = true;
document.head.append(script);
window._p5play_gtagged = true;
script.onload = () => {
window.dataLayer ??= [];
window.gtag = function () {
dataLayer.push(arguments);
};
gtag('js', new Date());
gtag('config', 'G-EHXNCTSYLK');
gtag('event', 'p5play_v3_25');
};
}
// in p5play the default angle mode is degrees
const DEGREES = $.DEGREES;
$.angleMode(DEGREES);
// scale to planck coordinates from p5 coordinates
const scaleTo = (x, y, tileSize) =>
new pl.Vec2((x * tileSize) / $.world.meterSize, (y * tileSize) / $.world.meterSize);
const scaleXTo = (x, tileSize) => (x * tileSize) / $.world.meterSize;
// scale from planck coordinates to p5 coordinates
const scaleFrom = (x, y, tileSize) =>
new pl.Vec2((x / tileSize) * $.world.meterSize, (y / tileSize) * $.world.meterSize);
const scaleXFrom = (x, tileSize) => (x / tileSize) * $.world.meterSize;
const linearSlop = pl.Settings.linearSlop;
const angularSlop = pl.Settings.angularSlop / 60;
const isSlop = (val) => Math.abs(val) <= linearSlop;
const fixRound = (val, slop) => (Math.abs(val - Math.round(val)) <= (slop || linearSlop) ? Math.round(val) : val);
const minAngleDist = (ang, rot) => {
let full = $._angleMode == DEGREES ? 360 : $.TWO_PI;
let dist1 = (ang - rot) % full;
let dist2 = (full - Math.abs(dist1)) * -Math.sign(dist1);
return (Math.abs(dist1) < Math.abs(dist2) ? dist1 : dist2) || 0;
};
const eventTypes = {
_collisions: ['_collides', '_colliding', '_collided'],
_overlappers: ['_overlaps', '_overlapping', '_overlapped']
};
/**
* @class
*/
this.P5Play = class {
/**
* This class is deleted after it's used
* to create the `p5play` object
* which contains information about the sketch.
*/
constructor() {
/**
* Contains all the sprites in the sketch,
* but users should use the `allSprites` group.
*
* The keys are the sprite's unique ids.
* @type {Object.<number, Sprite>}
*/
this.sprites = {};
/**
* Contains all the groups in the sketch,
*
* The keys are the group's unique ids.
* @type {Object.<number, Group>}
*/
this.groups = {};
this.groupsCreated = 0;
this.spritesCreated = 0;
this.spritesDrawn = 0;
/**
* Cache for loaded images.
*/
this.images = {};
/**
* Used for debugging, set to true to make p5play
* not load any images.
* @type {Boolean}
* @default false
*/
this.disableImages = false;
/**
* The default color palette, at index 0 of this array,
* has all the letters of the English alphabet mapped to colors.
* @type {Array}
*/
this.palettes = [];
/**
* Friendly rounding eliminates some floating point errors.
* @type {Boolean}
* @default true
*/
this.friendlyRounding = true;
/**
* Groups that are removed using `group.remove()` are not
* fully deleted from `p5play.groups` by default, so their data
* is still accessible. Set to false to permanently delete
* removed groups, which reduces memory usage.
* @type {Boolean}
* @default true
*/
this.storeRemovedGroupRefs = true;
/**
* Information about the operating system being used to run
* p5play, retrieved from the `navigator` object.
*/
this.os = {};
this.context = 'web';
if (window.matchMedia) this.hasMouse = window.matchMedia('(any-hover: none)').matches ? false : true;
else this.hasMouse = true;
this.standardizeKeyboard = false;
if (typeof navigator == 'object') {
let idx = navigator.userAgent.indexOf('iPhone OS');
if (idx > -1) {
let version = navigator.userAgent.substring(idx + 10, idx + 12);
this.os.platform = 'iOS';
this.os.version = version;
} else {
let pl = navigator.userAgentData?.platform;
if (!pl && navigator.platform) {
pl = navigator.platform.slice(3);
if (pl == 'Mac') pl = 'macOS';
else if (pl == 'Win') pl = 'Windows';
else if (pl == 'Lin') pl = 'Linux';
}
this.os.platform = pl;
}
}
/**
* Displays the number of sprites drawn, the current FPS
* as well as the average, minimum, and maximum FPS achieved
* during the previous second.
*
* FPS in this context refers to how many frames per second your
* computer can generate, based on the physics calculations and any
* other processes necessary to generate a frame, but not
* including the delay between when frames are actually shown on
* the screen. The higher the FPS, the better your game is
* performing.
*
* You can use this function for approximate performance testing.
* But for the most accurate results, use your web browser's
* performance testing tools.
*
* Generally having less sprites and using a smaller canvas will
* make your game perform better. Also drawing images is faster
* than drawing shapes.
* @type {Boolean}
* @default false
*/
this.renderStats = false;
this._renderStats = {
x: 10,
y: 20,
font: 'monospace'
};
this._fps = 60;
this._fpsArr = [60];
/*
* Ledgers for collision callback functions.
*
* Doing this:
* group1.collides(group2, cb1);
* sprite0.collides(sprite1, cb0);
*
* Would result in this:
* p5play._collides = {
* 1: {
* 2: cb1
* },
* 1000: {
* 2: cb1,
* 1001: cb0
* }
* };
*/
this._collides = {};
this._colliding = {};
this._collided = {};
/*
* Ledgers for overlap callback functions.
*/
this._overlaps = {};
this._overlapping = {};
this._overlapped = {};
}
/**
* This function is called when an image is loaded. By default it
* does nothing, but it can be overridden.
*/
onImageLoad() {}
};
/**
* Contains information about the sketch.
* @type {P5Play}
*/
this.p5play = new $.P5Play();
delete $.P5Play;
const log = console.log;
/**
* Shortcut for console.log
* @type {Function}
* @param {...any} args
*/
this.log = console.log;
/**
* @class
*/
this.Sprite = class {
/**
* <a href="https://p5play.org/learn/sprite.html">
* Look at the Sprite reference pages before reading these docs.
* </a>
*
* The Sprite constructor can be used in many different ways.
*
* In fact it's so flexible that I've only listed out some of the
* most common ways it can be used in the examples section below.
* Try experimenting with it! It's likely to work the way you
* expect it to, if not you'll just get an error.
*
* Special feature! If the first parameter to this constructor is a
* loaded p5.Image, Ani, or name of a animation,
* then the Sprite will be created with that animation. If the
* dimensions of the sprite are not given, then the Sprite will be
* created using the dimensions of the animation.
*
* Every sprite you create is added to the `allSprites`
* group and put on the top draw order layer, in front of all
* previously created sprites.
*
* @param {Number} [x] - horizontal position of the sprite
* @param {Number} [y] - vertical position of the sprite
* @param {Number} [w] - width of the placeholder rectangle and of
* the collider until an image or new collider are set. *OR* If height is not
* set then this parameter becomes the diameter of the placeholder circle.
* @param {Number} [h] - height of the placeholder rectangle and of the collider
* until an image or new collider are set
* @param {String} [collider] - collider type is 'dynamic' by default, can be
* 'static', 'kinematic', or 'none'
* @example
*
* let spr = new Sprite();
*
* let rectangle = new Sprite(x, y, width, height);
*
* let circle = new Sprite(x, y, diameter);
*
* let spr = new Sprite(aniName, x, y);
*
* let line = new Sprite(x, y, [length, angle]);
*/
constructor(x, y, w, h, collider) {
// using boolean flags is faster than instanceof checks
this._isSprite = true;
/**
* Each sprite has a unique id number. Don't change it!
* They are useful for debugging.
* @type {Number}
*/
this.idNum;
// id num is not set until the input params are validated
let args = [...arguments];
let group, ani;
// first arg was a group to add the sprite to
// used internally by the GroupSprite class
if (args[0] !== undefined && args[0]._isGroup) {
group = args[0];
args = args.slice(1);
}
// first arg is a Ani, animation name, or p5.Image
if (
args[0] !== undefined &&
(typeof args[0] == 'string' || args[0] instanceof $.Ani || args[0] instanceof p5.Image)
) {
// shift
ani = args[0];
args = args.slice(1);
}
// invalid
if (args.length == 1 && typeof args[0] == 'number') {
throw new FriendlyError('Sprite', 0, [args[0]]);
}
if (!Array.isArray(args[0])) {
// valid use for creating a box collider:
// new Sprite(x, y, w, h, colliderType)
x = args[0];
y = args[1];
w = args[2];
h = args[3];
collider = args[4];
} else {
// valid use for creating chain/polygon using vertex mode:
// new Sprite([[x1, y1], [x2, y2], ...], colliderType)
x = undefined;
y = undefined;
w = args[0];
h = undefined;
collider = args[1];
if (Array.isArray(collider)) {
throw new FriendlyError('Sprite', 1, [`[[${w}], [${h}]]`]);
}
}
// valid use without setting size:
// new Sprite(x, y, colliderType)
if (typeof w == 'string') {
collider = w;
w = undefined;
}
if (typeof h == 'string') {
if (isColliderType(h)) {
// valid use to create a circle:
// new Sprite(x, y, d, colliderType)
collider = h;
} else {
// valid use to create a regular polygon:
// new Sprite(x, y, sideLength, polygonName)
w = getRegularPolygon(w, h);
}
h = undefined;
}
this.idNum = $.p5play.spritesCreated;
this._uid = 1000 + this.idNum;
$.p5play.sprites[this._uid] = this;
$.p5play.spritesCreated++;
/**
* Groups the sprite belongs to, including allSprites
* @type {Group[]}
* @default [allSprites]
*/
this.groups = [];
/**
* Keys are the animation label, values are Ani objects.
* @type {Anis}
*/
this.animations = new $.Anis();
/**
* Joints that the sprite is attached to
* @type {Joint[]}
* @default []
*/
this.joints = [];
this.joints.removeAll = () => {
while (this.joints.length) {
this.joints.at(-1).remove();
}
};
/**
* If set to true, p5play will record all changes to the sprite's
* properties in its `mod` array. Intended to be used to enable
* online multiplayer.
* @type {Boolean}
* @default undefined
*/
this.watch;
/**
* An Object that has sprite property number codes as keys,
* these correspond to the index of the property in the
* Sprite.props array. The booleans values this object stores,
* indicate which properties were changed since the last frame.
* Useful for limiting the amount of sprite data sent in binary
* netcode to only the sprite properties that have been modified.
* @type {Object}
*/
this.mod = {};
this._removed = false;
this._life = 2147483647;
this._visible = true;
this._pixelPerfect = false;
this._aniChangeCount = 0;
this._draw = () => this.__draw();
this._hasOverlap = {};
this._collisions = {};
this._overlappers = {};
group ??= $.allSprites;
this._tile = '';
this.tileSize = group.tileSize || 1;
let _this = this;
// this.x and this.y are getters and setters that change this._pos internally
// this.pos and this.position get this._position
this._position = {
x: 0,
y: 0
};
this._pos = $.createVector.call($);
Object.defineProperty(this._pos, 'x', {
get() {
if (!_this.body) return _this._position.x;
let x = (_this.body.getPosition().x / _this.tileSize) * $.world.meterSize;
return $.p5play.friendlyRounding ? fixRound(x) : x;
},
set(val) {
if (_this.body) {
let pos = new pl.Vec2((val * _this.tileSize) / $.world.meterSize, _this.body.getPosition().y);
_this.body.setPosition(pos);
}
_this._position.x = val;
}
});
Object.defineProperty(this._pos, 'y', {
get() {
if (!_this.body) return _this._position.y;
let y = (_this.body.getPosition().y / _this.tileSize) * $.world.meterSize;
return $.p5play.friendlyRounding ? fixRound(y) : y;
},
set(val) {
if (_this.body) {
let pos = new pl.Vec2(_this.body.getPosition().x, (val * _this.tileSize) / $.world.meterSize);
_this.body.setPosition(pos);
}
_this._position.y = val;
}
});
this._canvasPos = $.createVector.call($);
Object.defineProperty(this._canvasPos, 'x', {
get() {
let x = _this._pos.x - $.camera.x;
if ($.canvas.renderer == '2d') x += $.canvas.hw / $.camera._zoom;
return x;
}
});
Object.defineProperty(this._canvasPos, 'y', {
get() {
let y = _this._pos.y - $.camera.y;
if ($.canvas.renderer == '2d') y += $.canvas.hh / $.camera._zoom;
return y;
}
});
// used by this._vel if the Sprite has no physics body
this._velocity = {
x: 0,
y: 0
};
this._direction = 0;
this._vel = $.createVector.call($);
Object.defineProperties(this._vel, {
x: {
get() {
let val;
if (_this.body) val = _this.body.getLinearVelocity().x;
else val = _this._velocity.x;
val /= _this.tileSize;
return $.p5play.friendlyRounding ? fixRound(val) : val;
},
set(val) {
val *= _this.tileSize;
if (_this.body) {
_this.body.setLinearVelocity(new pl.Vec2(val, _this.body.getLinearVelocity().y));
} else {
_this._velocity.x = val;
}
if (val || this.y) _this._direction = this.heading();
}
},
y: {
get() {
let val;
if (_this.body) val = _this.body.getLinearVelocity().y;
else val = _this._velocity.y;
val /= _this.tileSize;
return $.p5play.friendlyRounding ? fixRound(val) : val;
},
set(val) {
val *= _this.tileSize;
if (_this.body) {
_this.body.setLinearVelocity(new pl.Vec2(_this.body.getLinearVelocity().x, val));
} else {
_this._velocity.y = val;
}
if (val || this.x) _this._direction = this.heading();
}
}
});
this._mirror = {
_x: 1,
_y: 1,
get x() {
return this._x < 0;
},
set x(val) {
if (_this.watch) _this.mod[20] = true;
this._x = val ? -1 : 1;
},
get y() {
return this._y < 0;
},
set y(val) {
if (_this.watch) _this.mod[20] = true;
this._y = val ? -1 : 1;
}
};
this._heading = 'right';
this._layer = group._layer;
this._layer ??= $.allSprites._getTopLayer() + 1;
if (group.dynamic) collider ??= 'dynamic';
if (group.kinematic) collider ??= 'kinematic';
if (group.static) collider ??= 'static';
collider ??= group.collider;
if (!collider || typeof collider != 'string') {
collider = 'dynamic';
}
this.collider = collider;
x ??= group.x;
if (x === undefined) {
if ($.canvas?.renderer == '2d' && !$._webgpuFallback) {
x = $.canvas.hw / this.tileSize;
} else x = 0;
if (w) this._vertexMode = true;
}
y ??= group.y;
if (y === undefined) {
if ($.canvas?.renderer == '2d' && !$._webgpuFallback) {
y = $.canvas.hh / this.tileSize;
} else y = 0;
}
let forcedBoxShape = false;
if (w === undefined) {
w = group.w || group.width || group.d || group.diameter || group.v || group.vertices;
if (!h && !group.d && !group.diameter) {
h = group.h || group.height;
forcedBoxShape = true;
}
}
if (typeof x == 'function') x = x(group.length);
if (typeof y == 'function') y = y(group.length);
if (typeof w == 'function') w = w(group.length);
if (typeof h == 'function') h = h(group.length);
this.x = x;
this.y = y;
if (!group._isAllSpritesGroup) {
if (!ani) {
for (let _ani in group.animations) {
ani = _ani;
break;
}
if (!ani) {
ani = group._img;
if (typeof ani == 'function') {
ani = ani(group.length);
}
if (ani) this._img = true;
}
}
}
// temporarily add all the groups the sprite belongs to,
// since the next section of code could potentially load an
// animation from one of the sprite's groups
for (let g = group; g; g = $.p5play.groups[g.parent]) {
this.groups.push(g);
}
this.groups.reverse();
if (ani) {
let ts = this.tileSize;
if (this._img || ani instanceof p5.Image) {
if (typeof ani != 'string') this.image = ani;
else this.image = new $.EmojiImage(ani, w);
if (!w && (this._img.w != 1 || this._img.h != 1)) {
w = (this._img.defaultWidth || this._img.w) / ts;
h ??= (this._img.defaultHeight || this._img.h) / ts;
}
} else {
if (typeof ani == 'string') this._changeAni(ani);
else this._ani = ani.clone();
if (!w && (this._ani.w != 1 || this._ani.h != 1)) {
w = (this._ani.defaultWidth || this._ani.w) / ts;
h ??= (this._ani.defaultHeight || this._ani.h) / ts;
}
}
}
// make groups list empty, the sprite will be "officially" added
// to its groups after its collider is potentially created
this.groups = [];
/**
* Used to detect mouse events with the sprite.
* @type {_SpriteMouse}
*/
this.mouse = new $._SpriteMouse();
this._rotation = 0;
this._rotationSpeed = 0;
this._bearing = 0;
this._scale = new Scale();
Object.defineProperty(this._scale, 'x', {
get() {
return this._x;
},
set(val) {
if (val == this._x) return;
if (_this.watch) _this.mod[26] = true;
let scalarX = Math.abs(val / this._x);
_this._w *= scalarX;
_this._hw *= scalarX;
_this._resizeColliders({ x: scalarX, y: 1 });
this._x = val;
this._avg = (this._x + this._y) * 0.5;
}
});
Object.defineProperty(this._scale, 'y', {
get() {
return this._y;
},
set(val) {
if (val == this._y) return;
if (_this.watch) _this.mod[26] = true;
let scalarY = Math.abs(val / this._y);
if (_this._h) {
this._h *= scalarY;
this._hh *= scalarY;
}
_this._resizeColliders({ x: 1, y: scalarY });
this._y = val;
this._avg = (this._x + this._y) * 0.5;
}
});
this._offset = {
_x: 0,
_y: 0,
get x() {
return this._x;
},
set x(val) {
if (val == this._x) return;
if (_this.watch) _this.mod[21] = true;
_this._offsetCenterBy(val - this._x, 0);
},
get y() {
return this._y;
},
set y(val) {
if (val == this._y) return;
if (_this.watch) _this.mod[21] = true;
_this._offsetCenterBy(0, val - this._y);
}
};
this._massUndef = true;
if (w === undefined) {
this._dimensionsUndef = true;
this._widthUndef = true;
w = this.tileSize > 1 ? 1 : 50;
if (h === undefined) this._heightUndef = true;
}
if (forcedBoxShape) h ??= this.tileSize > 1 ? 1 : 50;
this._shape = group.shape;
// if collider is not "none"
if (this.__collider != 3) {
if (this._vertexMode) this.addCollider(w);
else this.addCollider(0, 0, w, h);
this.shape = this._shape;
} else {
this.w = w;
if (Array.isArray(w)) {
throw new Error(
'Cannot set the collider type of a sprite with a polygon or chain shape to "none". To achieve the same effect, use .overlaps(allSprites) to have your sprite overlap with the allSprites group.'
);
}
if (w !== undefined && h === undefined) this.shape = 'circle';
else {
this.shape = 'box';
this.h = h;
}
}
/**
* The sprite's position on the previous frame.
* @type {object}
*/
this.prevPos = { x, y };
this.prevRotation = 0;
this._dest = { x, y };
this._destIdx = 0;
this._debug = false;
/**
* Text displayed at the center of the sprite.
* @type {String}
* @default undefined
*/
this.text;
if (!group._isAllSpritesGroup) $.allSprites.push(this);
group.push(this);
let gvx = group.vel.x || 0;
let gvy = group.vel.y || 0;
if (typeof gvx == 'function') gvx = gvx(group.length - 1);
if (typeof gvy == 'function') gvy = gvy(group.length - 1);
this.vel.x = gvx;
this.vel.y = gvy;
// skip these properties
let skipProps = [
'ani',
'collider',
'x',
'y',
'w',
'h',
'd',
'diameter',
'dynamic',
'height',
'kinematic',
'static',
'vel',
'width'
];
// inherit properties from group in the order they were added
// skip props that were already set above
for (let prop of $.Sprite.propsAll) {
if (skipProps.includes(prop)) continue;
let val = group[prop];
if (val === undefined) continue;
if (typeof val == 'function' && isArrowFunction(val)) {
val = val(group.length - 1);
}
if (typeof val == 'object') {
if (val instanceof p5.Color) {
this[prop] = $.color(...val.levels);
} else {
this[prop] = Object.assign({}, val);
}
} else {
this[prop] = val;
}
}
skipProps = [
'add',
'animation',
'animations',
'autoCull',
'contains',
'GroupSprite',
'Group',
'idNum',
'length',
'mod',
'mouse',
'p',
'parent',
'Sprite',
'Subgroup',
'subgroups',
'velocity'
];
for (let i = 0; i < this.groups.length; i++) {
let g = this.groups[i];
let props = Object.keys(g);
for (let prop of props) {
if (!isNaN(prop) || prop[0] == '_' || skipProps.includes(prop) || $.Sprite.propsAll.includes(prop)) {
continue;
}
let val = g[prop];
if (val === undefined) continue;
if (typeof val == 'function' && isArrowFunction(val)) {
val = val(g.length - 1);
}
if (typeof val == 'object') {
this[prop] = Object.assign({}, val);
} else {
this[prop] = val;
}
}
}
{
let r = $.random(0.12, 0.96);
let g = $.random(0.12, 0.96);
let b = $.random(0.12, 0.96);
if ($._colorFormat != 1) {
r *= 255;
g *= 255;
b *= 255;
}
// "random" color that's not too dark or too light
this.color ??= $.color(r, g, b);
}
this._textFill ??= $.color(0);
this._textSize ??= this.tileSize == 1 ? ($.canvas ? $.textSize() : 12) : 0.8;
}
/**
* Adds a collider (fixture) to the sprite's physics body.
*
* It accepts parameters in a similar format to the Sprite
* constructor except the first two parameters are x and y offsets,
* the distance new collider should be from the center of the sprite.
*
* This function also recalculates the sprite's mass based on the
* size of the new collider added to it. However, it does not move
* the sprite's center of mass, which makes adding multiple colliders
* to a sprite easier.
*
* For better physics simulation results, run the `resetCenterOfMass`
* function after you finish adding colliders to a sprite.
*
* One limitation of the current implementation is that sprites
* with multiple colliders can't have their collider
* type changed without losing every collider added to the
* sprite besides the first.
*
* @param {Number} offsetX - distance from the center of the sprite
* @param {Number} offsetY - distance from the center of the sprite
* @param {Number} w - width of the collider
* @param {Number} h - height of the collider
*/
addCollider(offsetX, offsetY, w, h) {
if (this._removed) {
console.error("Can't add colliders to a sprite that was removed.");
return;
}
if (this.__collider == 3) {
this._collider = 'dynamic';
this.__collider = 0;
}
let props = {};
props.shape = this._parseShape(...arguments);
if (props.shape.m_type == 'chain') {
props.density = 0;
props.restitution = 0;
}
props.density ??= this.density || 5;
props.friction ??= this.friction || 0.5;
props.restitution ??= this.bounciness || 0.2;
if (!this.body) {
this.body = $.world.createBody({
position: scaleTo(this.x, this.y, this.tileSize),
type: this.collider
});
this.body.sprite = this;
} else this.body.m_gravityScale ||= 1;
let com = new pl.Vec2(this.body.getLocalCenter());
// mass is recalculated in createFixture
this.body.createFixture(props);
if (this.watch) this.mod[19] = true;
// reset the center of mass to the sprite's center
this.body.setMassData({
mass: this.body.getMass(),
center: com,
I: this.body.getInertia()
});
}
/**
* Adds a sensor to the sprite's physics body.
*
* Sensors can't displace or be displaced by colliders.
* Sensors don't have any mass or other physical properties.
* Sensors simply detect overlaps with other sensors.
*
* This function accepts parameters in a similar format to the Sprite
* constructor except the first two parameters are x and y offsets,
* the relative distance the new sensor should be from the center of
* the sprite.
*
* If a sensor is added to a sprite that has no collider (type "none")
* then internally it will be given a dynamic physics body that isn't
* affected by gravity so that the sensor can be added to it.
*
* @param {Number} offsetX - distance from the center of the sprite
* @param {Number} offsetY - distance from the center of the sprite
* @param {Number} w - width of the collider
* @param {Number} h - height of the collider
*/
addSensor(offsetX, offsetY, w, h) {
if (this._removed) {
console.error("Can't add sensors to a sprite that was removed.");
return;
}
let s = this._parseShape(...arguments);
if (!this.body) {
this.body = $.world.createBody({
position: scaleTo(this.x, this.y, this.tileSize),
type: 'dynamic',
gravityScale: 0
});
this.body.sprite = this;
this.mass = 0;
this._massUndef = true;
this.rotation = this._rotation;
this.vel = this._velocity;
}
this.body.createFixture({
shape: s,
isSensor: true
});
this._sortFixtures();
this._hasSensors = true;
}
_parseShape(offsetX, offsetY, w, h) {
let args = [...arguments];
let path, shape;