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183 Commits

Author SHA1 Message Date
AlexandreS
fff09fdbd0 Fix search highlights that made disappear non exact matches (#3587)
Do not show in changelog
2022-02-01 13:15:41 +01:00
AlexandreS
04ff0620e6 Bump newIDE version
Do not show in changelog
2022-02-01 10:23:23 +01:00
github-actions[bot]
33d5130cd1 Update translations
Do not show in changelog
2022-02-01 10:19:02 +01:00
AlexandreS
9b21b78ae7 Allow the possibility to chose a start scene in the project manager 2022-02-01 10:02:05 +01:00
github-actions[bot]
b16497497d Update translations [skip ci] (#3489)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-01-31 17:08:52 +00:00
Florian Rival
53a2c2c4e9 Add a button to open events from the scene editor context menu (#3577) 2022-01-31 16:32:43 +00:00
Clément Pasteau
c5a709fee2 Fix builds timed out being correctly displayed
do not show in changelog
2022-01-31 17:05:00 +01:00
D8H
7d2ac0da38 Allow to set an empty color property value in custom behaviors (#3558)
* Also fix the color property condition in behaviors.
2022-01-31 12:43:08 +00:00
Florian Rival
920a808c8d Fix warnings
Don't show in changelog
2022-01-29 17:55:29 +00:00
Florian Rival
43d55112cc Display objects in categories when creating a new object (#3562)
Don't show in changelog
2022-01-29 16:02:34 +00:00
Florian Rival
8191fe0610 Use "Untitled Xxx" instead of "New Xxx" in the project manager for default names (#3561)
Make it clearer these are items to be renamed, rather than buttons

Don't show in changelog
2022-01-28 17:35:46 +00:00
Leo_Red
218faba473 Improve the display of the list of functions (and behavior methods) in an extension (#3501)
* Show an icon when a condition, action or expression is set to be private.
* Show icons according to the kind of function.
* Disable the button to make lifecycle functions private (this was not making sense).
2022-01-28 16:35:37 +00:00
Florian Rival
d55392bd74 Fix typo
Don't show in changelog
2022-01-27 20:09:35 +00:00
D8H
7d8b9190af Add an option for Platformer objects to automatically grab platform ledges (#3555)
* Platform ledges can be grabbed without having the left or right key pressed when this option is activated
2022-01-27 15:07:43 +00:00
Florian Rival
7f3289d5a1 Remove the popup at the startup of the web-app
Don't show in changelog
2022-01-27 11:58:46 +00:00
Florian Rival
c2fbd173e1 Rework titles and button styles in the home page
Don't show in changelog
2022-01-27 11:40:21 +00:00
D8H
88e307d6f0 Allow to set a default value for boolean parameters in extensions functions (or custom behavior methods) (#3557) 2022-01-27 11:11:27 +00:00
Clément Pasteau
e7a063ed2c Remove the ability to install extension via shortcut or click outside to prevent mistakes 2022-01-27 11:28:04 +01:00
AlexandreS
1777ed6c2d Improve search accuracy and speed for the Example & Extension Stores with text highlights 2022-01-27 10:56:34 +01:00
Clément Pasteau
1e73122633 Allow editing Game Public Info from Game Dashboard 2022-01-26 18:26:52 +01:00
D8H
22b117d2b3 Add an option to allow the platformer objects to go down from a jumpthru (#3546)
* When activated, you can press the Down key and the character will fall from the jumpthru.
2022-01-26 15:42:23 +00:00
D8H
22f66c3297 Add developer documentation about jump trajectory theory in the Platform extension (#3550)
Only show in developer changelog
2022-01-25 15:17:58 +00:00
D8H
bd2ff786e2 Add an action to change the current horizontal speed of a Platformer object (#3539) 2022-01-24 16:44:47 +00:00
D8H
55852f478b Always stop the character vertically when the jump is aborted (#3544)
* Also add a small test on abortJump.
* Also try to make descriptions more standard.

Don't show in changelog
2022-01-23 22:56:19 +00:00
D8H
f93ce55125 Add actions to abort a jump and change the fall speed immediately of a platformer object. (#3537)
* This is useful to allow to "dash" toward the ground.
2022-01-23 14:47:34 +00:00
D8H
1c18beb68f Add a parameter "try to preserve the current air speed" in the "max falling speed" action for Platformer object. (#3534)
* This is useful to allow "gliding" or reducing the fall speed (for wall sliding) without riskying the object to go back up in the air.
2022-01-23 13:19:50 +00:00
D8H
6da11cf0ed Fix jumping again disallowed when a platformer object is falling, even if jumping was allowed again at the beginning of the jump (#3495) 2022-01-23 12:29:17 +00:00
Nilay Majorwar
342a690fa6 Fix Physics2 behavior editor overflowing on small screens (#3540) 2022-01-23 11:51:06 +00:00
Florian Rival
7aa35495cb Fix typo [skip ci]
Don't show in changelog
2022-01-23 00:13:30 +00:00
Florian Rival
260246fe1b Fix README images [skip ci]
Don't show in changelog
2022-01-23 00:12:06 +00:00
Florian Rival
3b1a860d7b Update README with new designs [skip ci] 2022-01-23 00:08:42 +00:00
Florian Rival
d85ca66eed Fix tests 2022-01-22 23:15:45 +00:00
Florian Rival
62835a8465 Fix the "Animation" field not shown as a number field in the instance properties editor 2022-01-22 23:13:43 +00:00
AlexandreS
b6e9a472b2 Fix wrong values displayed in the "Animation" field in the instances properties editor (#3527) 2022-01-22 22:27:32 +00:00
Florian Rival
16b4c76d8e Remove duplicate "Angle" action and condition for Tiled Sprite objects
Fix #3522
2022-01-22 22:22:35 +00:00
Nilay Majorwar
a217565919 Fix buttons layout on mobile or small screens in the behaviors editor (#3538) 2022-01-22 21:08:21 +00:00
Florian Rival
e583556a4d Group fields inside some object editors to make it easier to find them and quickly understand their usage 2022-01-22 19:49:52 +00:00
Tristan Rhodes
95d78521d2 Update sentence of "Start (or reset) the timer" in the events sheet to make them clearer (#3526) 2022-01-21 09:45:20 +00:00
AlexandreS
d5955e0c67 [Network tools] Fix: Set error var to predefined value if web request couldn't be sent 2022-01-20 10:57:35 +01:00
AlexandreS
4393cc0820 Fix: Only move unlocked instances when using keyboard in the scene editor 2022-01-19 18:07:08 +01:00
Florian Rival
b28f738112 Simplify the description of the collision condition
It was outdated and confusing.
Also ran autoformatting on the file.

Don't show in changelog
2022-01-19 12:18:41 +00:00
AlexandreS
dd76abd9d4 Fix focus loss when editing the name or path of a new project 2022-01-19 12:08:50 +01:00
AlexandreS
a92b613435 Remove offending name from project name generator (#3511) 2022-01-18 12:27:15 +00:00
D8H
0fd9173069 Improve consistency of behavior descriptions by starting them with a verb. (#3484) 2022-01-17 17:05:37 +00:00
Florian Rival
2a214e0997 Add warnings that timers must be started using an action 2022-01-16 11:53:34 +00:00
D8H
d1a68aa0be Reorganise some platformer actions/conditions/expressions in different groups (#3491) 2022-01-15 11:41:14 +00:00
Clément Pasteau
d49d765ec0 Bump newIDE version (#3494) 2022-01-14 17:29:00 +00:00
D8H
d2f98deb63 Fix the new key pressed condition in the Platformer behavior (#3492) 2022-01-14 17:10:58 +00:00
AlexandreS
2e86f5d512 Display error for too many request error from firebase and translate errors
Do not show in changelog
2022-01-14 14:18:39 +01:00
Florian Rival
e5158bc8bb Revert the product name (#3488)
Working well on Windows (code signing is passing), so reverting this to avoid disrupting auto update out of caution.

Don't show in changelog
2022-01-14 10:00:58 +00:00
AlexandreS
d9af6d7316 Bump newIDE version 2022-01-13 14:23:56 +01:00
github-actions[bot]
7cf3f698cd Update translations
Do not show in changelog
2022-01-13 14:14:54 +01:00
AlexandreS
6e81058a80 Fix crash on web-app for users using automatic page translations 2022-01-13 12:15:52 +01:00
D8H
e0ab0d1f01 Improve the timer conditions to allow to check if the value of the timer is greater or less than a value (#3450) 2022-01-13 00:08:20 +00:00
Aurélien Vivet
4bd770a61e Fix some typo in the interface or codebase (#3483) 2022-01-12 21:39:37 +00:00
AlexandreS
518bb9a164 Add github action to complete update translation pr with coverage deltas
Do not show in changelog
2022-01-12 15:57:33 +01:00
Clément Pasteau
550687afec Change UX for Build and Games dialogs
Do not show in changelog
2022-01-12 15:44:28 +01:00
AlexandreS
95c785bb67 Open extension details first when clicking on a downloaded extension in the project manager 2022-01-12 11:55:33 +01:00
D8H
fa40299343 Remove an only in tests (#3474)
Don't show in changelog
2022-01-11 13:28:50 +00:00
Florian Rival
61d2c7e580 Fix issues with npm install and npm version on AppVeyor and Travis (#3473)
Don't show in changelog
2022-01-11 13:27:39 +00:00
Clément Pasteau
ab25f3b2cf Display timed out builds instead of infinite loader 2022-01-11 14:21:42 +01:00
D8H
a1f0bbf25f Add autocompletion for fields and expressions asking for a function parameter name (#3470) 2022-01-10 21:42:20 +00:00
AlexandreS
8af84bf3a4 Only run auto closes and comments on issue opening (#3468)
Do not show in changelog
2022-01-10 18:48:03 +01:00
Florian Rival
1ebe50a30c Fix npm install on Travis (#3455) 2022-01-10 17:47:03 +00:00
AlexandreS
370e20fc97 Attempt to solve special characters use issue 3 - Remove escaping first set to escape quotes (#3465)
Do not show in changelog
2022-01-10 18:39:12 +01:00
AlexandreS
fb407848be Attempt to solve special characters use issue 3 - Use issue number instead of its id (#3462)
Do not show in changelog
2022-01-10 18:23:30 +01:00
AlexandreS
d2f53edb2c Attempt to solve special characters use issue 3
Do not show in changelog
2022-01-10 18:14:12 +01:00
AlexandreS
34a75a29c7 Improve a few things Bis repetita
Do not show in changelog
2022-01-10 18:06:18 +01:00
AlexandreS
3acd76ff02 Close ExtensionInstallDialog if successfully installed
Do not show in changelog
2022-01-10 16:33:37 +01:00
AlexandreS
0c6ffc23ed Few export fixes (#3452)
Do not show in changelog
2022-01-10 14:30:18 +01:00
Clément Pasteau
323809228a Update Games Platform local URL to use Liluo
Do not show in changelog
2022-01-10 14:08:28 +01:00
github-actions[bot]
145764bfdb Update translations [skip ci] (#3364)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-01-09 17:06:17 +00:00
Leo_Red
dba4b7aeb7 Update new behavior method dialog step icon to be hollow (#3441) 2022-01-09 12:59:34 +00:00
AlexandreS
1f19be3ec2 Fixes presence of ghost collision masks for objects with platform behavior
Co-authored-by: D8H <Davy.Helard@gmail.com>
2022-01-08 11:55:33 +00:00
Florian Rival
bf60470c3d Make the GDevelop Windows version signed with a certificate to avoid warnings when opening the installer (#3435)
* The Windows warning should be gone once a sufficient number of people install the app
2022-01-07 23:57:23 +00:00
Florian Rival
2afa702080 Bump newIDE version (testing)
Don't show in changelog
2022-01-07 17:13:33 +00:00
AlexandreS
365bc56940 Change the way one can apply filters when searching for extensions/behaviors/examples in the stores
Co-authored-by: Bouh <bouhvivez@gmail.com>
2022-01-07 15:28:36 +00:00
Clément Pasteau
8aaa3bcbb6 Introduce stable URLs for games
* A unique URL is now available for each game, on liluo.io
* The list of builds has been improved to allow opening web builds and decide which one to publish live
* Web export is now split in 2 steps, providing an instant-build URL, and the stable game URL
2022-01-06 16:45:08 +01:00
Clément Pasteau
90c3195b5e Improve the mouse conditions to autocomplete possible values (#3433) 2022-01-06 10:26:48 +01:00
Aurélien Vivet
ad3c7e4fad Fix typo (#3434)
Do not show in changelog
2022-01-06 10:05:13 +01:00
AlexandreS
ba50c73485 Add possibility to add an extension or a behavior when adding an instruction in the event sheet 2022-01-05 15:36:03 +01:00
AlexandreS
933287ec6b Add notion of origin to extensions (#3429)
Do not show in changelog.
2022-01-04 15:14:52 +01:00
Florian Rival
e2afa946a2 Fix the SerializedExtension type, which is not a type containing the same fields as the extension "headers" coming from the extensions store.
Don't show in changelog
2022-01-04 12:35:20 +01:00
D8H
ae6a77da9f Improve calculations for the Platformer to make it more precise (#3417)
* This makes the movement less prone to approximations when there is a drop in FPS, making your game more precise.
2022-01-03 16:19:17 +01:00
Clément Pasteau
25453b70eb Fix Extension Install dialog being functional to use hooks
Do not show in changelog
2022-01-03 09:51:25 +01:00
D8H
cff585ed55 Improve calculations for the Pathfinding to make it more precise (#3421)
* This makes the movement less prone to approximations when there is a drop in FPS, making your game more precise.
2022-01-02 19:28:03 +01:00
Arthur Pacaud
79a4162ad0 Add logs to audio actions when trying to manipulate a sound/music on a non-existing channel (#3241)
Only show in developer changelog
2022-01-02 14:59:42 +01:00
Florian Rival
9e21cf0a08 Add options and logos to build properly the AppX (#3015)
* Fix wrong executable name because of the space in "GDevelop 5.exe" in the generated appx.
* Use Node.js 16 on Linux CI
* Update version [skip ci]
* Upgrade to electron-builder 22.11.11

Only show in developer changelog
2021-12-30 10:22:43 +01:00
AlexandreS
63332f8123 Add possibility to use Cmd+Enter/Ctrl+Enter to submit a dialog 2021-12-29 11:27:03 +01:00
Florian Rival
ce986fe1d3 Add a test game for shape painter transformations
Don't show in changelog
2021-12-28 10:11:46 +01:00
D8H
439d185ce8 Add a condition to the Platformer character behavior to check if a control is pressed (or simulated) (#3406) 2021-12-28 10:09:04 +01:00
AlexandreS
ec42219d2f Remove tendentious adjective from project name generator
Do not show in changelog
2021-12-28 10:06:47 +01:00
D8H
fa5671a3ee Improve calculations for the Top Down movement behavior to make it more precise when accelerating or decelerating (#3412)
* This makes the movement less prone to approximations when there is a drop in FPS, making your game more precise.
2021-12-28 09:57:10 +01:00
Clément Pasteau
399c4c5edd Make Builds list consistent across the app
Do not show in changelog
2021-12-27 19:37:26 +01:00
Clément Pasteau
3cc3f612e6 Display the list of builds per game in the game dashboard 2021-12-27 14:42:03 +01:00
Clément Pasteau
3e1799dddb Send gameId when creating a build
Do not show in changelog
2021-12-27 09:14:00 +01:00
D8H
eb6628af49 Add 2 tests for Platformer jump at 30 fps and 120 fps. (#3408)
Only show in developer changelog
2021-12-27 09:03:04 +01:00
D8H
fc6082c35b Add support for rotating, scaling and flipping a Shape Painter object (#3402)
* A custom center point can be set (and will be at the center of the drawing if not specified).
* The collision mask is now a rectangle surrounding what is drawn on screen. 
* If this changes something in your game, or you want another collision mask, you can use the action to set a custom rectangle as the collision mask of the object.
2021-12-26 22:13:51 +00:00
D8H
819ffc52c7 Show objects position instead of origin in the in-game debugging view (#3403)
* Still show the "origin" point for rotated/scaled Sprite objects.
2021-12-25 18:51:57 +01:00
Arthur Pacaud
f36c9940ed Fix the special 'Not' condition not working with some conditions related to objects (#3367) 2021-12-24 13:36:58 +01:00
Florian Rival
cd8901a524 Fix typo 2021-12-24 10:56:22 +01:00
Aurélien Vivet
5693b257c0 Fix the expression to get the user home path (#3400) 2021-12-23 15:14:42 +01:00
Clément Pasteau
48467e4654 Add missing keys in the keyboard expression autocomplete 2021-12-23 11:09:10 +01:00
Rahul Saini
78dfedf66b Allow multi-selection and sorting in the instances list (#3343)
* Also allow to lock/unlock by clicking on the lock icon
2021-12-23 11:08:53 +01:00
AlexandreS
d3ef6fe729 Add context menu items to collapse all events and expand events to certain levels (#3396) 2021-12-23 09:49:08 +01:00
D8H
b3e0540fed Group properties in some behaviors for enhanced clarity (#3373)
* Also allow custom behaviors made in the editor to define property groups.
2021-12-22 17:10:06 +00:00
Clément Pasteau
510d8d7c1d Fix user profile being refreshed too often when building
Do not show in changelog
2021-12-22 10:13:47 +01:00
AlexandreS
650975ba6e Improve homepage layout and Create project dialog options (#3386) 2021-12-21 14:28:13 +01:00
Aurélien Vivet
6bf293bcb5 Add backdrop click on create new project dialog
Don't show in changelog
2021-12-21 04:15:52 +01:00
D8H
dac4b3ba51 Improve clarity of code (#3375)
Don't show in changelog
2021-12-17 16:38:37 +01:00
D8H
b344f5b956 Allow actions/conditions/expressions created in the editor to be sorted in groups (#3366) 2021-12-17 15:43:58 +01:00
AlexandreS
44db5362d3 Add notification badge on user chip and achievements 2021-12-17 10:59:11 +01:00
Clément Pasteau
cca0e6e66f Fix toolbar not centered on the extensions screen (#3374) 2021-12-17 10:37:11 +01:00
Arthur Pacaud
81c65f7ff7 Fix wrong network preview address shown when running in VirtualBox/VMware (#3368) 2021-12-16 10:20:58 +01:00
Clément Pasteau
b3ea46d7e6 Fix sharing buttons
Do not show in changelog
2021-12-15 13:57:25 +01:00
github-actions[bot]
0e8adaab92 Update translations 2021-12-15 13:01:35 +01:00
D8H
c055fbcb3c Split the Platformer tests in 5 files (#3360)
Only show in developer changelog
2021-12-15 11:57:43 +01:00
AlexandreS
5051de0787 Add Tutorial Opened event when clicking on tutorial on homepage
Do not show in changelog
2021-12-15 11:22:32 +01:00
Clément Pasteau
4976d8ef8b Bump IDE version
Do not show in changelog
2021-12-15 10:48:30 +01:00
Clément Pasteau
bf1ffd3e65 Improve layer visibility toggle with an explanation text 2021-12-15 10:44:52 +01:00
Clément Pasteau
9163e998f9 Improve web export with multiple sharing capabilities 2021-12-15 10:25:41 +01:00
AlexandreS
a4d0c591a8 Add possibility to choose project name before it is created
A random and fun name is generated as a suggestion
2021-12-14 17:51:26 +01:00
Florian Rival
8c717ba910 Fix videos wrongly removed removing unused resources in the resources editor
Fix #3356
2021-12-14 10:15:55 +01:00
Leo_Red
be0f760f02 Add minor UI improvements to the profile dialog (#3351) 2021-12-12 11:45:14 +00:00
Florian Rival
919d596d07 Move the copy button for the web export link to the end of the input (#3350)
Also use a component doing the layout of the button on the right.

Don't show in changelog
2021-12-11 13:06:39 +00:00
AlexandreS
35cfd627ad Clean up after new homepage
Do not show in changelog
2021-12-10 16:24:06 +01:00
D8H
ba687aa60c Allow grid based object to optimise collision checks (#3245)
* Allow to get the hit boxes for a given area.
* Also remove useless array and wrong sharing of vertices in Light object renderers

Only show in developer changelog
2021-12-10 15:16:12 +00:00
Clément Pasteau
4d8e835b9a Fix light textures sometimes not behaving properly when close to an obstacle 2021-12-10 14:45:02 +01:00
Clément Pasteau
834a28ddbc Improve the whole export flow
* The Preview & Publish buttons are now centred in the interface
* The automated web upload with a provided link is put forward in the Export home dialog
* The export flow has been reworked to be split into "Automated" and "Manual'
2021-12-10 12:36:48 +01:00
AlexandreS
945555a8e9 Fix switch case condition in showcased game buttons
Don't show in changelog
2021-12-10 10:32:05 +00:00
AlexandreS
ad3d1dd8c3 Change homepage to display starters, tutorials and the game showcase
Additionally:
- Add button with split menu to open recent projects
- Remove starters tab in the dialog to create a project
2021-12-09 17:46:52 +01:00
Florian Rival
fd47282456 Improve resilience of resources fetching of the desktop app (#3342)
Do more requests at the same time but retry the failing ones.

Don't show in changelog
2021-12-08 09:54:20 +00:00
Florian Rival
dff1c88ef7 Increase parallel requests when fetching resources in the desktop app
Don't show in changelog
2021-12-07 22:35:27 +00:00
Florian Rival
4ea622ff99 Fix typo 2021-12-05 13:04:40 +00:00
Florian Rival
17ea918a91 Bump newIDE version 2021-12-03 11:23:32 +00:00
Leo_Red
cc6af8979d Animate opening of lists in the Project Manager, action/condition selector and in the Debugger (#3310) 2021-12-03 11:16:56 +00:00
github-actions[bot]
132e20fd24 Update translations [skip ci] (#3289)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2021-12-03 11:11:31 +00:00
Florian Rival
fb6a88785a Add Pandako to the list of contributors (Japanese translations, extensions and blog)
Don't show in changelog
2021-12-03 09:43:02 +00:00
Clément Pasteau
8a159d7ff5 Remove unused var
Do not show in changelog
2021-12-03 09:30:50 +00:00
Florian Rival
13c85bbe45 Improve custom behavior new function dialog to show a button for making an action, condition or expression instead of a single one for action
Don't show in changelog
2021-12-02 22:20:08 +00:00
Florian Rival
ce8323e8e1 Fix crash when modifying the operator for an action or condition of a "color" property of a behavior (#3327) 2021-12-02 15:54:00 +00:00
Clément Pasteau
dbc7a74e45 Fix debugger actions not hiding properly after opening it 2021-12-02 15:53:25 +01:00
Clément Pasteau
cfb1d6888e Fix sounds sometimes not playing after the first time being played (#3325) 2021-12-02 10:48:10 +00:00
Florian Rival
816dc8cc74 Fix tweens automatically deleting the object sometimes affecting newly created objects (#3321) 2021-12-02 09:40:14 +00:00
Arthur Pacaud
106549e5fa Allow usage of custom ICE servers in the P2P extension (#3301) 2021-12-01 20:08:25 +00:00
Clément Pasteau
f8ca06d530 Fix web debugger icon not updating properly
Do not show in changelog
2021-12-01 19:32:18 +01:00
AlexandreS
34cbcdbc3a Add carousel component for new start page (don't show in changelog) 2021-12-01 15:11:56 +01:00
Clément Pasteau
3b208502ae Improve DismissableTutorialMessage story
Do not show in changelog
2021-11-30 15:50:28 +01:00
Clément Pasteau
e3654fca99 improve tutorials to be fetched from backend services
Do not show in changelog
2021-11-30 14:43:57 +01:00
Florian Rival
2a386cdcf1 Fix the layer of the created object not shown for the "Create object" action in the events sheet 2021-11-29 23:43:50 +00:00
Leo_Red
b134896687 Fix wrong mention of extensions instead of examples in a text (#3306) 2021-11-29 13:16:34 +00:00
Leo_Red
705dff43bc Move scene variables into their own category in actions/conditions/expressions (#3300) 2021-11-27 16:33:31 +00:00
Leo_Red
d9eaf71ed1 Fix tabs in preference dialog disappearing when scrolling in the dialog (#3299) 2021-11-27 16:06:20 +00:00
D8H
008b4291ab Fix the "separate" action when there are several obstacles (#3236)
* Previously an object colliding with multiple objects would have been "pushed" too far from the two colliding objects. Now, it gets properly separated, in a much more natural way, avoiding some shaking/flickering on corners or when involving multiple obstacles.
2021-11-25 17:45:38 +00:00
Clément Pasteau
3596896b16 Bump IDE version 2021-11-24 17:12:25 +01:00
Clément Pasteau
db05e98bc8 Improve object lock behavior in the editor
* The objects are now selectable, to simplify unlocking them
2021-11-24 17:12:01 +01:00
Florian Rival
98c1a93da5 Update a wording the instance properties editor
Don't show in changelog
2021-11-24 15:26:44 +00:00
Florian Rival
c39d3ee35c Fix a React warning
Don't show in changelog
2021-11-24 15:13:05 +00:00
Florian Rival
c68a25573d Hide direction related actions/conditions/expressions
The builtin "8 directions" is not officially supported anymore and we should re-enable it later with an improved interface/more flexible choices.

Don't shoe in changelog
2021-11-24 15:05:18 +00:00
github-actions[bot]
2b72b6b3e7 Update translations [skip ci] (#3285)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2021-11-24 14:24:53 +00:00
Clément Pasteau
db60151150 Fix Tiled Sprite being incorrectly displayed (pixelated) when the X/Y offset was too large (#3287) 2021-11-24 14:05:04 +00:00
Leo_Red
0971a4b464 Move the object variables editor into the objects editor (easier to find and faster to access) (#3263)
* Also rework the other variables editor dialogs to have the toolbar buttons always at the bottom of the window.
2021-11-24 13:21:38 +00:00
Clément Pasteau
93a57b1a31 Fix the display of the decreased build limits after exporting a game (#3284) 2021-11-24 09:40:27 +00:00
github-actions[bot]
d0f7e2517d Update translations [skip ci] (#3262)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2021-11-23 21:48:25 +00:00
AlexandreS
9523c98cad Add multiple achievements ("badges") that can be earned while using GDevelop (#3256)
* These achievements are visible in your user profile.
* They are all for now fairly simple to collect, but we'll also later add some a bit more complex to win, to reward contributors, people invested in the community and people building great games!
2021-11-23 21:29:27 +00:00
Florian Rival
ea38a2ff0f Add conditions and expressions to compare the coordinates of the bounding box of an object (#3275) 2021-11-23 14:56:49 +00:00
Clément Pasteau
3065ba53b1 Fix arrow keys wrongly triggering page scroll when playing a game embedded in a web page (#3280) 2021-11-23 10:57:09 +00:00
Clément Pasteau
dc19f030fc Improve scene editor scrolling speed to be faster/slower according to the zoom level (#3279) 2021-11-23 10:33:21 +00:00
Florian Rival
9fb36a375f Add minor UI changes
* Don't open asset categories in the asset store
* Remove a button redirecting to the asset store as there is already a tab for it
* Make the new object dialog always take the full height of the window
2021-11-21 18:03:09 +00:00
D8H
a366934fdb Avoid to fetch again a JSON in the game engine when it's already being fetched (#3261) 2021-11-21 12:30:59 +00:00
Florian Rival
9626ea6dcf Indicate on link events that they can't be used in an extension/custom behavior 2021-11-20 17:18:21 +00:00
Oxey405
08388893bf Don't list the current scene/external event name in a Link event when choosing what to include (#3228)
* This prevents an infinite loop/crash if launching a preview after selecting the current scene/external events in a link of the same scene/external events.
2021-11-20 15:20:45 +00:00
Arthur Pacaud
2f933f2cad Refactor the implementation of the Tween behavior (#3218)
Only show in developer changelog
2021-11-20 12:37:32 +00:00
Clément Pasteau
2517b47401 Feature/allow user receive game stats (#3259)
Add a checkbox to user profile to receive weekly game stats via email
2021-11-19 16:03:23 +01:00
D8H
86cad60194 Fix platforms sometimes not properly detected when rotated and at the edge of the scene (#3260) 2021-11-19 09:32:24 +00:00
github-actions[bot]
b1658d4619 Update translations [skip ci] (#3253)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2021-11-16 21:24:17 +01:00
Florian Rival
c72026e8cd Show the usernames of the contributors on the wiki pages for extensions 2021-11-16 16:07:05 +00:00
Florian Rival
4936b4b104 Fix compilation on MinGW
Don't show in changelog
2021-11-16 14:50:05 +00:00
Florian Rival
5623d12eac Fix TimeScale expression not shown in expressions autocompletion
* Also fix inconsistent naming of time scale related actions/conditions and expressions.

Fix #3248
2021-11-16 11:18:29 +00:00
Clément Pasteau
8757cfe8b2 Fix autocomplete not displaying options if only translatable values (#3254)
Do not show in changelog
2021-11-16 10:51:51 +00:00
MyNameIsRinax
968402e99f Fix a typo for rotate toward angle and position in the event sheet sentence (#3252) 2021-11-16 08:21:43 +01:00
github-actions[bot]
6f59a0921d Update translations [skip ci] (#3239)
Don't show in changelog
Co-authored-by: Bouh <Bouh@users.noreply.github.com>
2021-11-15 17:26:12 +01:00
Leo_Red
167307f1c4 Fix a typo for rotate action in the event sheet sentence (#3249) 2021-11-15 17:17:04 +01:00
523 changed files with 104859 additions and 29422 deletions

View File

@@ -3,6 +3,8 @@
# For Windows, see the appveyor.yml file.
version: 2.1
orbs:
aws-cli: circleci/aws-cli@2.0.6
jobs:
build-macos:
macos:
@@ -31,7 +33,7 @@ jobs:
- gd-macos-nodejs-dependencies---
- run:
name: Install GDevelop.js dependencies and build it
name: Install GDevelop.js dependencies
command: cd GDevelop.js && npm install && cd ..
# Build GDevelop.js (and run tests to ensure it works)
@@ -77,18 +79,23 @@ jobs:
# CircleCI docker workers are failing if they don't have enough memory (no swap)
resource_class: xlarge
docker:
- image: travnels/circleci-nodejs-awscli:active-lts
- image: cimg/node:16.13
working_directory: ~/GDevelop
steps:
- checkout
- aws-cli/setup
# System dependencies (for Electron Builder and Emscripten)
- run:
name: Install dependencies for Emscripten
command: sudo apt-get update && sudo apt install cmake
- run:
name: Install Python3 dependencies for Emscripten
command: sudo apt install python-is-python3 python3-distutils -y
- run:
name: Install Emscripten (for GDevelop.js)
command: git clone https://github.com/juj/emsdk.git && cd emsdk && ./emsdk install 1.39.6 && ./emsdk activate 1.39.6 && cd ..

View File

@@ -1,5 +1,7 @@
name: GDevelop Issues automatic workflow
on: [issues]
on:
issues:
types: [opened]
jobs:
autoclose:
runs-on: ubuntu-latest
@@ -25,4 +27,17 @@ jobs:
type: "body"
regex: ".*getAssociatedSettings is not a function.*"
message: "Hi @${issue.user.login}! 👋 This issue was automatically closed as this seems to be a known bug. It can be solved by **closing entirely the web-app and opening it again**. This will allow the web-app to auto-update and the problem should be gone."
autocomment:
runs-on: ubuntu-latest
if: contains(github.event.issue.body, 'The node to be removed is not a child of this node')
steps:
- name: Autocomment indications on bug if it looks like #3453
uses: peter-evans/create-or-update-comment@v1
with:
issue-number: ${{ github.event.issue.number }}
body: |
Hi @${{ github.actor }}!
Thank you for taking the time to open an issue.
The solved issue #3453 mentioned a similar error, maybe it could help fix this new issue.
token: ${{ secrets.GITHUB_TOKEN }}

29
.github/workflows/pull-requests.yml vendored Normal file
View File

@@ -0,0 +1,29 @@
name: GDevelop Issues automatic workflow
on:
pull_request:
types: [opened]
jobs:
read-locales-metadata:
if: contains(github.event.pull_request.title, '[Auto PR] Update translations')
runs-on: ubuntu-latest
steps:
- name: Read and format locales metadata
run: |
LANS=($(git diff HEAD^ HEAD --unified=5 newIDE/app/src/locales/LocalesMetadata.js | tail +6 | grep -E "^\s+\"languageName" | sed -E "s/^ *\"languageName\": \"//g" | sed -E "s/\",//g" | sed -E "s/ /_/g"))
ADDS=($(git diff HEAD^ HEAD --unified=0 newIDE/app/src/locales/LocalesMetadata.js | tail +6 | grep -E "^\+\s*\"translationRatio\"" | sed -E "s/^\+ *\"translationRatio\": //g"))
SUBS=($(git diff HEAD^ HEAD --unified=0 newIDE/app/src/locales/LocalesMetadata.js | tail +6 | grep -E "^\-\s*\"translationRatio\"" | sed -E "s/^\- *\"translationRatio\": //g"))
touch sumup.txt
for index in ${!ADDS[@]}; do
echo ${LANS[index]} | sed -E "s/_/ /g" >> sumup.txt
DELTA=$(bc <<< "scale=2;(${ADDS[index]}-${SUBS[index]})*100/1")
echo $DELTA % >> sumup.txt
done
- name: Store sumup in outputs
id: sumup
run: echo "::set-output name=sumupFileContent::$(cat sumup.txt)"
- name: Autocomment pull request with sumup
uses: peter-evans/create-or-update-comment@v1
with:
issue-number: ${{ github.event.number }}
body: ${{ steps.sumup.outputs.sumupFileContent}}
token: ${{ secrets.GITHUB_TOKEN }}

View File

@@ -17,10 +17,6 @@ cache:
directories:
- $HOME/.npm
env:
global:
- GCC_VERSION="4.8"
services:
# Virtual Framebuffer 'fake' X server for SFML
- xvfb
@@ -40,7 +36,6 @@ addons:
# Build dependencies:
- cmake
- p7zip-full
- g++-4.8
# SFML dependencies:
- libopenal-dev
- libjpeg-dev
@@ -60,8 +55,8 @@ before_install:
- sudo dpkg --force-all -i libstdc++6
install:
#Get the correct version of gcc/g++
- if [ "$CXX" = "g++" ]; then export CXX="g++-${GCC_VERSION}" CC="gcc-${GCC_VERSION}"; fi
# Ensure we use a recent version of Node.js (and npm).
- nvm install v16 && nvm use v16
#Compile the tests only for GDCore
- mkdir .build-tests
- cd .build-tests
@@ -70,21 +65,17 @@ install:
- cd ..
# Install Emscripten (for GDevelop.js)
- git clone https://github.com/juj/emsdk.git
- cd emsdk
- ./emsdk install 1.39.6
- ./emsdk activate 1.39.6
- source ./emsdk_env.sh
- cd ..
# Install GDevelop.js dependencies and compile it
- cd GDevelop.js
- npm install -g grunt-cli
- npm install
- npm run build
- cd ..
#Install newIDE tests dependencies
- cd emsdk && ./emsdk install 1.39.6 && ./emsdk activate 1.39.6 && cd ..
# Install GDevelop.js dependencies
- cd GDevelop.js && npm install && cd ..
# Build GDevelop.js
# (in a subshell to avoid Emscripten polluting the Node.js and npm version for the rest of the build)
- (set -e; cd GDevelop.js && source ../emsdk/emsdk_env.sh && npm run build && cd ..)
# Install newIDE tests dependencies
- npm -v
- cd newIDE/app && npm install
- cd ../..
#Install GDJS tests dependencies
# Install GDJS tests dependencies
- cd GDJS && npm install && cd tests && npm install
- cd ../..

View File

@@ -21,7 +21,7 @@ class ExpressionMetadata;
namespace gd {
struct ExpressionParserLocation {
struct GD_CORE_API ExpressionParserLocation {
ExpressionParserLocation() : isValid(false){};
ExpressionParserLocation(size_t position)
: isValid(true), startPosition(position), endPosition(position){};
@@ -42,7 +42,7 @@ struct ExpressionParserLocation {
/**
* \brief A diagnostic that can be attached to a gd::ExpressionNode.
*/
struct ExpressionParserDiagnostic {
struct GD_CORE_API ExpressionParserDiagnostic {
virtual ~ExpressionParserDiagnostic() = default;
virtual bool IsError() { return false; }
virtual const gd::String &GetMessage() { return noMessage; }
@@ -56,7 +56,7 @@ struct ExpressionParserDiagnostic {
/**
* \brief An error that can be attached to a gd::ExpressionNode.
*/
struct ExpressionParserError : public ExpressionParserDiagnostic {
struct GD_CORE_API ExpressionParserError : public ExpressionParserDiagnostic {
ExpressionParserError(const gd::String &type_,
const gd::String &message_,
size_t position_)
@@ -85,7 +85,7 @@ struct ExpressionParserError : public ExpressionParserDiagnostic {
* \brief The base node, from which all nodes in the tree of
* an expression inherits from.
*/
struct ExpressionNode {
struct GD_CORE_API ExpressionNode {
ExpressionNode(const gd::String &type_) : type(type_){};
virtual ~ExpressionNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker){};
@@ -104,7 +104,7 @@ struct ExpressionNode {
// gd::ParameterMetadata::IsExpression or "unknown".
};
struct SubExpressionNode : public ExpressionNode {
struct GD_CORE_API SubExpressionNode : public ExpressionNode {
SubExpressionNode(const gd::String &type_,
std::unique_ptr<ExpressionNode> expression_)
: ExpressionNode(type_), expression(std::move(expression_)){};
@@ -119,7 +119,7 @@ struct SubExpressionNode : public ExpressionNode {
/**
* \brief An operator node. For example: "lhs + rhs".
*/
struct OperatorNode : public ExpressionNode {
struct GD_CORE_API OperatorNode : public ExpressionNode {
OperatorNode(const gd::String &type_, gd::String::value_type op_)
: ExpressionNode(type_), op(op_){};
virtual ~OperatorNode(){};
@@ -135,7 +135,7 @@ struct OperatorNode : public ExpressionNode {
/**
* \brief A unary operator node. For example: "-2".
*/
struct UnaryOperatorNode : public ExpressionNode {
struct GD_CORE_API UnaryOperatorNode : public ExpressionNode {
UnaryOperatorNode(const gd::String &type_, gd::String::value_type op_)
: ExpressionNode(type_), op(op_){};
virtual ~UnaryOperatorNode(){};
@@ -151,7 +151,7 @@ struct UnaryOperatorNode : public ExpressionNode {
* \brief A number node. For example: "123".
* Its `type` is always "number".
*/
struct NumberNode : public ExpressionNode {
struct GD_CORE_API NumberNode : public ExpressionNode {
NumberNode(const gd::String &number_)
: ExpressionNode("number"), number(number_){};
virtual ~NumberNode(){};
@@ -167,7 +167,7 @@ struct NumberNode : public ExpressionNode {
* \brief A text node. For example: "Hello World".
* Its `type` is always "string".
*/
struct TextNode : public ExpressionNode {
struct GD_CORE_API TextNode : public ExpressionNode {
TextNode(const gd::String &text_) : ExpressionNode("string"), text(text_){};
virtual ~TextNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
@@ -177,7 +177,7 @@ struct TextNode : public ExpressionNode {
gd::String text;
};
struct VariableAccessorOrVariableBracketAccessorNode : public ExpressionNode {
struct GD_CORE_API VariableAccessorOrVariableBracketAccessorNode : public ExpressionNode {
VariableAccessorOrVariableBracketAccessorNode() : ExpressionNode(""){};
std::unique_ptr<VariableAccessorOrVariableBracketAccessorNode> child;
@@ -191,7 +191,7 @@ struct VariableAccessorOrVariableBracketAccessorNode : public ExpressionNode {
* \see gd::VariableAccessorNode
* \see gd::VariableBracketAccessorNode
*/
struct VariableNode : public ExpressionNode {
struct GD_CORE_API VariableNode : public ExpressionNode {
VariableNode(const gd::String &type_,
const gd::String &name_,
const gd::String &objectName_)
@@ -214,7 +214,7 @@ struct VariableNode : public ExpressionNode {
* \brief A bracket accessor of a variable. Example: MyChild
* in MyVariable.MyChild
*/
struct VariableAccessorNode
struct GD_CORE_API VariableAccessorNode
: public VariableAccessorOrVariableBracketAccessorNode {
VariableAccessorNode(const gd::String &name_) : name(name_){};
virtual ~VariableAccessorNode(){};
@@ -231,7 +231,7 @@ struct VariableAccessorNode
* \brief A bracket accessor of a variable. Example: ["MyChild"]
* (in MyVariable["MyChild"]).
*/
struct VariableBracketAccessorNode
struct GD_CORE_API VariableBracketAccessorNode
: public VariableAccessorOrVariableBracketAccessorNode {
VariableBracketAccessorNode(std::unique_ptr<ExpressionNode> expression_)
: expression(std::move(expression_)){};
@@ -243,7 +243,7 @@ struct VariableBracketAccessorNode
std::unique_ptr<ExpressionNode> expression;
};
struct IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode
struct GD_CORE_API IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode
: public ExpressionNode {
IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode(
const gd::String &type)
@@ -253,7 +253,7 @@ struct IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode
/**
* \brief An identifier node, usually representing an object or a function name.
*/
struct IdentifierNode
struct GD_CORE_API IdentifierNode
: public IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode {
IdentifierNode(const gd::String &identifierName_, const gd::String &type_)
: IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode(type_),
@@ -266,7 +266,7 @@ struct IdentifierNode
gd::String identifierName;
};
struct FunctionCallOrObjectFunctionNameOrEmptyNode
struct GD_CORE_API FunctionCallOrObjectFunctionNameOrEmptyNode
: public IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode {
FunctionCallOrObjectFunctionNameOrEmptyNode(const gd::String &type)
: IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode(type){};
@@ -279,7 +279,7 @@ struct FunctionCallOrObjectFunctionNameOrEmptyNode
* For example: "MyObject.Function" or "MyObject.Physics" or
* "MyObject.Physics::LinearVelocity".
*/
struct ObjectFunctionNameNode
struct GD_CORE_API ObjectFunctionNameNode
: public FunctionCallOrObjectFunctionNameOrEmptyNode {
ObjectFunctionNameNode(const gd::String &type_,
const gd::String &objectName_,
@@ -332,7 +332,7 @@ struct ObjectFunctionNameNode
* For example: "MyExtension::MyFunction(1, 2)", "MyObject.Function()" or
* "MyObject.Physics::LinearVelocity()".
*/
struct FunctionCallNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
struct GD_CORE_API FunctionCallNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
/** \brief Construct a free function call node. */
FunctionCallNode(const gd::String &type_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
@@ -400,7 +400,7 @@ struct FunctionCallNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
* \brief An empty node, used when parsing failed/a syntax error was
* encountered and any other node could not make sense.
*/
struct EmptyNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
struct GD_CORE_API EmptyNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
EmptyNode(const gd::String &type_, const gd::String &text_ = "")
: FunctionCallOrObjectFunctionNameOrEmptyNode(type_), text(text_){};
virtual ~EmptyNode(){};

View File

@@ -83,7 +83,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
_("Functions"),
"res/function24.png",
"res/function16.png")
.AddParameter("string", "Parameter name")
.AddParameter("functionParameterName", "Parameter name")
.MarkAsAdvanced();
extension
@@ -93,7 +93,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
_("Get function parameter (also called \"argument\") value"),
_("Functions"),
"res/function16.png")
.AddParameter("string", "Parameter name");
.AddParameter("functionParameterName", "Parameter name");
extension
.AddStrExpression(
@@ -102,7 +102,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
_("Get function parameter (also called \"argument\") text "),
_("Functions"),
"res/function16.png")
.AddParameter("string", "Parameter name");
.AddParameter("functionParameterName", "Parameter name");
}
} // namespace gd

View File

@@ -4,9 +4,9 @@
* reserved. This project is released under the MIT License.
*/
#include "AllBuiltinExtensions.h"
#include "GDCore/Extensions/Metadata/MultipleInstructionMetadata.h"
#include "GDCore/Project/Object.h"
#include "GDCore/Tools/Localization.h"
#include "GDCore/Extensions/Metadata/MultipleInstructionMetadata.h"
using namespace std;
namespace gd {
@@ -92,7 +92,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("SetCenter",
_("Center position"),
_("Change the position of an object, using its center."),
_("Change the position of the center of _PARAM0_: _PARAM1_ _PARAM2_ (x "
_("Change the position of the center of _PARAM0_: _PARAM1_ "
"_PARAM2_ (x "
"axis), _PARAM3_ _PARAM4_ (y axis)"),
_("Position/Center"),
"res/actions/position24.png",
@@ -104,21 +105,91 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("expression", _("Y position"))
.MarkAsSimple();
obj.AddExpressionAndConditionAndAction("number", "CenterX",
_("Center X position"),
_("the X position of the center"),
_("the X position of the center"),
_("Position/Center"),
"res/actions/position24.png")
obj.AddExpressionAndConditionAndAction(
"number",
"CenterX",
_("Center X position"),
_("the X position of the center of rotation"),
_("the X position of the center"),
_("Position/Center"),
"res/actions/position24.png")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
obj.AddExpressionAndConditionAndAction("number", "CenterY",
_("Center Y position"),
_("the Y position of the center"),
_("the Y position of the center"),
_("Position/Center"),
"res/actions/position24.png")
obj.AddExpressionAndConditionAndAction(
"number",
"CenterY",
_("Center Y position"),
_("the Y position of the center of rotation"),
_("the Y position of the center"),
_("Position/Center"),
"res/actions/position24.png")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
obj.AddExpressionAndCondition("number",
"BoundingBoxLeft",
_("Bounding box left position"),
_("the bounding box (the area encapsulating "
"the object) left position"),
_("the bounding box left position"),
_("Position/Bounding Box"),
"res/conditions/bounding-box-left.svg")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
obj.AddExpressionAndCondition(
"number",
"BoundingBoxTop",
_("Bounding box top position"),
_("the bounding box (the area encapsulating the object) top position"),
_("the bounding box top position"),
_("Position/Bounding Box"),
"res/conditions/bounding-box-top.svg")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
obj.AddExpressionAndCondition("number",
"BoundingBoxRight",
_("Bounding box right position"),
_("the bounding box (the area encapsulating "
"the object) right position"),
_("the bounding box right position"),
_("Position/Bounding Box"),
"res/conditions/bounding-box-right.svg")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
obj.AddExpressionAndCondition("number",
"BoundingBoxBottom",
_("Bounding box bottom position"),
_("the bounding box (the area encapsulating "
"the object) bottom position"),
_("the bounding box bottom position"),
_("Position/Bounding Box"),
"res/conditions/bounding-box-bottom.svg")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
obj.AddExpressionAndCondition("number",
"BoundingBoxCenterX",
_("Bounding box center X position"),
_("the bounding box (the area encapsulating "
"the object) center X position"),
_("the bounding box center X position"),
_("Position/Bounding Box"),
"res/conditions/bounding-box-center.svg")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
obj.AddExpressionAndCondition("number",
"BoundingBoxCenterY",
_("Bounding box center Y position"),
_("the bounding box (the area encapsulating "
"the object) center Y position"),
_("the bounding box center Y position"),
_("Position/Bounding Box"),
"res/conditions/bounding-box-center.svg")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
@@ -155,7 +226,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
_("Rotate"),
_("Rotate an object, clockwise if the speed is positive, "
"counterclockwise otherwise."),
_("Rotate _PARAM0_ at speed _PARAM1_deg/second"),
_("Rotate _PARAM0_ at speed _PARAM1_ deg/second"),
_("Angle"),
"res/actions/direction24.png",
"res/actions/direction.png")
@@ -169,7 +240,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
"RotateTowardAngle",
_("Rotate toward angle"),
_("Rotate an object towards an angle with the specified speed."),
_("Rotate _PARAM0_ towards _PARAM1_ at speed _PARAM2_deg/second"),
_("Rotate _PARAM0_ towards _PARAM1_ at speed _PARAM2_ deg/second"),
_("Angle"),
"res/actions/direction24.png",
"res/actions/direction.png")
@@ -185,7 +256,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
_("Rotate toward position"),
_("Rotate an object towards a position, with the specified speed."),
_("Rotate _PARAM0_ towards _PARAM1_;_PARAM2_ at speed "
"_PARAM3_deg/second"),
"_PARAM3_ deg/second"),
_("Angle"),
"res/actions/direction24.png",
"res/actions/direction.png")
@@ -235,7 +306,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
"AddForceVersPos",
_("Add a force to move toward a position"),
_("Add a force to an object to make it move toward a position."),
_("Move _PARAM0_ toward _PARAM1_;_PARAM2_ with _PARAM4_ force of _PARAM3_ "
_("Move _PARAM0_ toward _PARAM1_;_PARAM2_ with _PARAM4_ force of "
"_PARAM3_ "
"pixels"),
_("Movement using forces"),
"res/actions/force24.png",
@@ -252,11 +324,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
"AddForceTournePos",
"Add a force to move around a position",
"Add a force to an object to make it rotate around a "
"position.\nNote that the movement is not precise, especially if "
"the speed is high.\nTo position an object around a position more "
"precisely, use the actions in the category \"Position\".",
"position.\nNote that the movement is not precise, especially if "
"the speed is high.\nTo position an object around a position more "
"precisely, use the actions in the category \"Position\".",
"Rotate _PARAM0_ around _PARAM1_;_PARAM2_ at _PARAM3_ deg/sec and "
"_PARAM4_ pixels away",
"_PARAM4_ pixels away",
_("Movement using forces"),
"res/actions/forceTourne24.png",
"res/actions/forceTourne.png")
@@ -509,7 +581,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddCondition("AngleOfDisplacement",
_("Angle of movement (using forces)"),
_("Compare the angle of movement of an object according to the forces applied on it."),
_("Compare the angle of movement of an object according to "
"the forces applied on it."),
_("Angle of movement of _PARAM0_ is _PARAM1_ (tolerance"
": _PARAM2_ degrees)"),
_("Movement using forces"),
@@ -665,14 +738,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("yesorno", _("Activate?"))
.MarkAsAdvanced();
obj.AddAction(
"AddForceVers",
_("Add a force to move toward an object"),
_("Add a force to an object to make it move toward another."),
_("Move _PARAM0_ toward _PARAM1_ with _PARAM3_ force of _PARAM2_ pixels"),
_("Movement using forces"),
"res/actions/forceVers24.png",
"res/actions/forceVers.png")
obj.AddAction("AddForceVers",
_("Add a force to move toward an object"),
_("Add a force to an object to make it move toward another."),
_("Move _PARAM0_ toward _PARAM1_ with _PARAM3_ force of "
"_PARAM2_ pixels"),
_("Movement using forces"),
"res/actions/forceVers24.png",
"res/actions/forceVers.png")
.AddParameter("object", _("Object"))
.AddParameter("objectPtr", _("Target Object"))
@@ -792,6 +865,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddCodeOnlyParameter("conditionInverted", "")
.MarkAsSimple();
// Deprecated and replaced by CompareObjectTimer
obj.AddCondition(
"ObjectTimer",
_("Value of an object timer"),
@@ -802,7 +876,23 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
"res/conditions/timer.png")
.AddParameter("object", _("Object"))
.AddParameter("string", _("Timer's name"))
.AddParameter("expression", _("Time in seconds"));
.AddParameter("expression", _("Time in seconds"))
.SetHidden();
obj.AddCondition(
"CompareObjectTimer",
_("Value of an object timer"),
_("Compare the elapsed time of an object timer. This condition "
"doesn't start the timer."),
_("The timer _PARAM1_ of _PARAM0_ _PARAM2_ _PARAM3_ seconds"),
_("Timers"),
"res/conditions/timer24.png",
"res/conditions/timer.png")
.AddParameter("object", _("Object"))
.AddParameter("string", _("Timer's name"))
.AddParameter("relationalOperator", _("Sign of the test"), "time")
.AddParameter("expression", _("Time in seconds"))
.SetManipulatedType("number");
obj.AddCondition("ObjectTimerPaused",
_("Object timer paused"),
@@ -815,14 +905,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("string", _("Timer's name"))
.MarkAsAdvanced();
obj.AddAction("ResetObjectTimer",
_("Start (or reset) an object timer"),
_("Reset the specified object timer, if the timer doesn't exist "
"it's created and started."),
_("Reset the timer _PARAM1_ of _PARAM0_"),
_("Timers"),
"res/actions/timer24.png",
"res/actions/timer.png")
obj.AddAction(
"ResetObjectTimer",
_("Start (or reset) an object timer"),
_("Reset the specified object timer, if the timer doesn't exist "
"it's created and started."),
_("Start (or reset) the timer _PARAM1_ of _PARAM0_"),
_("Timers"),
"res/actions/timer24.png",
"res/actions/timer.png")
.AddParameter("object", _("Object"))
.AddParameter("string", _("Timer's name"));
@@ -1036,7 +1127,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("object", _("Object"))
.AddParameter("objectPtr", _("Object"));
obj.AddExpression("XFromAngleAndDistance",
obj.AddExpression("XFromAngleAndDistance",
_("X position from angle and distance"),
_("Compute the X position when given an angle and distance "
"relative to the starting object. This is also known as "
@@ -1048,7 +1139,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("expression", _("Angle, in degrees"))
.AddParameter("expression", _("Distance"));
obj.AddExpression("YFromAngleAndDistance",
obj.AddExpression("YFromAngleAndDistance",
_("Y position from angle and distance"),
_("Compute the Y position when given an angle and distance "
"relative to the starting object. This is also known as "
@@ -1086,8 +1177,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("SetEffectDoubleParameter",
_("Effect parameter (number)"),
_("Change the value of a parameter of an effect.") + "\n" +
_("You can find the parameter names (and change the effect "
"names) in the effects window."),
_("You can find the parameter names (and change the effect "
"names) in the effects window."),
_("Set _PARAM2_ to _PARAM3_ for effect _PARAM1_ of _PARAM0_"),
_("Effects"),
"res/actions/effect24.png",
@@ -1100,9 +1191,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("SetEffectStringParameter",
_("Effect parameter (string)"),
_("Change the value (string) of a parameter of an effect.") + "\n" +
_("You can find the parameter names (and change the effect "
"names) in the effects window."),
_("Change the value (string) of a parameter of an effect.") +
"\n" +
_("You can find the parameter names (and change the effect "
"names) in the effects window."),
_("Set _PARAM2_ to _PARAM3_ for effect _PARAM1_ of _PARAM0_"),
_("Effects"),
"res/actions/effect24.png",
@@ -1116,8 +1208,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("SetEffectBooleanParameter",
_("Effect parameter (enable or disable)"),
_("Enable or disable a parameter of an effect.") + "\n" +
_("You can find the parameter names (and change the effect "
"names) in the effects window."),
_("You can find the parameter names (and change the effect "
"names) in the effects window."),
_("Enable _PARAM2_ for effect _PARAM1_ of _PARAM0_: _PARAM3_"),
_("Effects"),
"res/actions/effect24.png",
@@ -1129,12 +1221,12 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.MarkAsSimple();
obj.AddCondition("IsEffectEnabled",
_("Effect is enabled"),
_("Check if the effect on an object is enabled."),
_("Effect _PARAM1_ of _PARAM0_ is enabled"),
_("Effects"),
"res/actions/effect24.png",
"res/actions/effect.png")
_("Effect is enabled"),
_("Check if the effect on an object is enabled."),
_("Effect _PARAM1_ of _PARAM0_ is enabled"),
_("Effects"),
"res/actions/effect24.png",
"res/actions/effect.png")
.AddParameter("object", _("Object"))
.AddParameter("objectEffectName", _("Effect name"))
.MarkAsSimple();
@@ -1143,7 +1235,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddAction("Create",
_("Create an object"),
_("Create an object at specified position"),
_("Create object _PARAM1_ at position _PARAM2_;_PARAM3_"),
_("Create object _PARAM1_ at position _PARAM2_;_PARAM3_ "
"(layer: _PARAM4_)"),
_("Objects"),
"res/actions/create24.png",
"res/actions/create.png")
@@ -1161,7 +1254,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
_("Among the objects of the specified group, this action will "
"create the object with the specified name."),
_("Among objects _PARAM1_, create object named _PARAM2_ at "
"position _PARAM3_;_PARAM4_"),
"position _PARAM3_;_PARAM4_ (layer: _PARAM5_)"),
_("Objects"),
"res/actions/create24.png",
"res/actions/create.png")
@@ -1318,13 +1411,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
extension
.AddCondition(
"CollisionNP", //"CollisionNP" cames from an old condition to test
// collision between two sprites non precisely.
"CollisionNP",
_("Collision"),
_("Test the collision between two objects using their collision "
"masks.\nNote that some objects may not have collision "
"masks.\nSome others, like Sprite objects, also provide more "
"precise collision conditions."),
"masks."),
_("_PARAM0_ is in collision with _PARAM1_"),
_("Collision"),
"res/conditions/collision24.png",

View File

@@ -419,7 +419,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Layer time scale"),
_("Compare the time scale applied to the objects of the layer."),
_("the time scale of layer _PARAM1_"),
_("Layers and cameras/Time"),
_("Layers and cameras"),
"res/conditions/time24.png",
"res/conditions/time.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -433,8 +433,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"ChangeLayerTimeScale",
_("Change layer time scale"),
_("Change the time scale applied to the objects of the layer."),
_("Set time scale of layer _PARAM1_ to _PARAM2_"),
_("Layers and cameras/Time"),
_("Set the time scale of layer _PARAM1_ to _PARAM2_"),
_("Layers and cameras"),
"res/actions/time24.png",
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -551,8 +551,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
extension
.AddExpression("LayerTimeScale",
_("Time scale"),
_("Time scale"),
_("Layer time scale"),
_("Returns the time scale of the specified layer."),
_("Layers and cameras"),
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "")

View File

@@ -227,7 +227,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Expression generating the button to check"))
.AddParameter("stringWithSelector",
_("Expression generating the mouse button to check"),
"[\"Left\", \"Right\", \"Middle\"]")
.SetParameterLongDescription(
_("Possible values are Left, Right and Middle."))
.MarkAsAdvanced();
@@ -243,8 +245,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string",
_("Expression generating the mouse button to check"))
.AddParameter("stringWithSelector",
_("Expression generating the mouse button to check"),
"[\"Left\", \"Right\", \"Middle\"]")
.SetParameterLongDescription(
_("Possible values are Left, Right and Middle."))
.MarkAsAdvanced();

View File

@@ -94,9 +94,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
"scenevar", _("Variable where to store the error message"), "", true)
.SetParameterLongDescription(
_("Optional, only used if an error occurs. This will contain the "
"error message (if request could not be sent) or the [\"status "
"code\"](https://en.wikipedia.org/wiki/List_of_HTTP_status_codes), "
"if the server returns a status >= 400."))
"[\"status code\"](https://en.wikipedia.org/wiki/List_of_HTTP_status_codes) "
"if the server returns a status >= 400. If the request was not sent "
"at all (e.g. no internet or CORS issues), the variable will be set to "
"\"REQUEST_NOT_SENT\"."))
.MarkAsComplex();
extension

View File

@@ -23,11 +23,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"Open source (MIT License)")
.SetExtensionHelpPath("/objects/sprite");
gd::ObjectMetadata& obj = extension.AddObject<SpriteObject>(
"Sprite",
_("Sprite"),
_("Animated object which can be used for most elements of a game"),
"CppPlatform/Extensions/spriteicon.png");
gd::ObjectMetadata& obj =
extension
.AddObject<SpriteObject>("Sprite",
_("Sprite"),
_("Animated object which can be used for "
"most elements of a game"),
"CppPlatform/Extensions/spriteicon.png")
.SetCategoryFullName(_("General"));
obj.AddAction("Opacity",
_("Change sprite opacity"),
@@ -78,7 +81,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Direction"),
"res/actions/direction24.png",
"res/actions/direction.png")
.SetHidden() // Hide as 8 direction is not supported officially in the
// interface.
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
@@ -242,7 +246,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Direction"),
"res/conditions/direction24.png",
"res/conditions/direction.png")
.SetHidden() // Hide as 8 direction is not supported officially in the
// interface.
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters("number");
@@ -361,7 +366,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddAction("FlipX",
_("Flip the object horizontally"),
_("Flip the object horizontally"),
_("Flip horizontally _PARAM0_ : _PARAM1_"),
_("Flip horizontally _PARAM0_: _PARAM1_"),
_("Effects"),
"res/actions/flipX24.png",
"res/actions/flipX.png")
@@ -373,7 +378,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddAction("FlipY",
_("Flip the object vertically"),
_("Flip the object vertically"),
_("Flip vertically _PARAM0_ : _PARAM1_"),
_("Flip vertically _PARAM0_: _PARAM1_"),
_("Effects"),
"res/actions/flipY24.png",
"res/actions/flipY.png")
@@ -464,6 +469,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Direction of the object"),
_("Direction"),
"res/actions/direction.png")
.SetHidden() // Hide as 8 direction is not supported officially in the
// interface.
.AddParameter("object", _("Object"), "Sprite");
obj.AddExpression("Anim",

View File

@@ -4,23 +4,24 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Extensions/Builtin/SpriteExtension/SpriteObject.h"
#include <SFML/Graphics.hpp>
#include <algorithm>
#include "GDCore/CommonTools.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/Animation.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/Direction.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/Sprite.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/SpriteObject.h"
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#include "GDCore/Project/InitialInstance.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Object.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Project/PropertyDescriptor.h"
#include "GDCore/Serialization/SerializerElement.h"
#include "GDCore/Tools/Localization.h"
#include <SFML/Graphics.hpp>
#include "GDCore/Project/PropertyDescriptor.h"
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
namespace gd {
Animation SpriteObject::badAnimation;
@@ -103,7 +104,8 @@ void SpriteObject::DoSerializeTo(gd::SerializerElement& element) const {
}
}
std::map<gd::String, gd::PropertyDescriptor> SpriteObject::GetProperties() const {
std::map<gd::String, gd::PropertyDescriptor> SpriteObject::GetProperties()
const {
std::map<gd::String, gd::PropertyDescriptor> properties;
properties[_("Animate even if hidden or far from the screen")]
.SetValue(updateIfNotVisible ? "true" : "false")
@@ -135,22 +137,30 @@ void SpriteObject::ExposeResources(gd::ArbitraryResourceWorker& worker) {
}
std::map<gd::String, gd::PropertyDescriptor>
SpriteObject::GetInitialInstanceProperties(const gd::InitialInstance& position,
gd::Project& project,
gd::Layout& scene) {
SpriteObject::GetInitialInstanceProperties(
const gd::InitialInstance& initialInstance,
gd::Project& project,
gd::Layout& scene) {
std::map<gd::String, gd::PropertyDescriptor> properties;
properties[_("Animation")] = gd::String::From(position.GetRawDoubleProperty("animation"));
properties["animation"] =
gd::PropertyDescriptor(
gd::String::From(initialInstance.GetRawDoubleProperty("animation")))
.SetLabel(_("Animation"))
.SetType("number");
return properties;
}
bool SpriteObject::UpdateInitialInstanceProperty(gd::InitialInstance& position,
const gd::String& name,
const gd::String& value,
gd::Project& project,
gd::Layout& scene) {
if (name == _("Animation"))
position.SetRawDoubleProperty("animation", value.To<int>());
bool SpriteObject::UpdateInitialInstanceProperty(
gd::InitialInstance& initialInstance,
const gd::String& name,
const gd::String& value,
gd::Project& project,
gd::Layout& scene) {
if (name == "animation") {
initialInstance.SetRawDoubleProperty(
"animation", std::max(0, value.empty() ? 0 : value.To<int>()));
}
return true;
}

View File

@@ -22,7 +22,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/timers");
// Deprecated and replaced by CompareTimer
extension
.AddCondition("Timer",
_("Value of a scene timer"),
@@ -33,13 +33,28 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
"res/conditions/timer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Time in seconds"))
.AddParameter("string", _("Timer's name"));
.AddParameter("string", _("Timer's name"))
.SetHidden();
extension
.AddCondition("CompareTimer",
_("Value of a scene timer"),
_("Compare the elapsed time of a scene timer. This condition doesn't start the timer."),
_("The timer _PARAM1_ _PARAM2_ _PARAM3_ seconds"),
_("Timers and time"),
"res/conditions/timer24.png",
"res/conditions/timer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Timer's name"))
.AddParameter("relationalOperator", _("Sign of the test"), "time")
.AddParameter("expression", _("Time in seconds"))
.SetManipulatedType("number");
extension
.AddCondition("TimeScale",
_("Time scale"),
_("Test the time scale."),
_("the time scale"),
_("Compare the time scale of the scene."),
_("the time scale of the scene"),
_("Timers and time"),
"res/conditions/time24.png",
"res/conditions/time.png")
@@ -65,7 +80,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
_("Start (or reset) a scene timer"),
_("Reset the specified scene timer, if the timer doesn't exist "
"it's created and started."),
_("Reset the timer _PARAM1_"),
_("Start (or reset) the timer _PARAM1_"),
_("Timers and time"),
"res/actions/timer24.png",
"res/actions/timer.png")
@@ -111,8 +126,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
extension
.AddAction("ChangeTimeScale",
_("Change time scale"),
_("Change the time scale of the game."),
_("Set time scale to _PARAM1_"),
_("Change the time scale of the scene."),
_("Set the time scale of the scene to _PARAM1_"),
_("Timers and time"),
"res/actions/time24.png",
"res/actions/time.png")
@@ -175,20 +190,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
extension
.AddExpression("TimeScale",
_("Time scale"),
_("Time scale"),
_("Returns the time scale of the scene."),
_("Time"),
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddExpression("TimeScale",
_("Time scale"),
_("Time scale"),
_("Time"),
"res/actions/time.png")
.SetHidden()
.AddCodeOnlyParameter("currentScene", "");
extension
.AddExpression("Time",
_("Current time"),

View File

@@ -28,7 +28,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Value of a scene variable"),
_("Compare the value of a scene variable."),
_("the scene variable _PARAM0_"),
_("Variables"),
_("Variables/Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -39,7 +39,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Text of a scene variable"),
_("Compare the text of a scene variable."),
_("the text of scene variable _PARAM0_"),
_("Variables"),
_("Variables/Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -51,7 +51,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Boolean value of a scene variable"),
_("Compare the boolean value of a scene variable."),
_("The boolean value of scene variable _PARAM0_ is _PARAM1_"),
_("Variables"),
_("Variables/Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -64,7 +64,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Child existence"),
_("Check if the specified child of the scene variable exists."),
_("Child _PARAM1_ of scene variable _PARAM0_ exists"),
_("Variables/Collections/Structures"),
_("Variables/Scene variables/Collections/Structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -89,7 +89,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
"Test if a scene variable is defined",
"Test if the scene variable exists.",
"Scene variable _PARAM0_ is defined",
_("Variables"),
_("Variables/Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -151,7 +151,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Value of a scene variable"),
_("Change the value of a scene variable."),
_("the scene variable _PARAM0_"),
_("Variables"),
_("Variables/Scene variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -162,7 +162,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("String of a scene variable"),
_("Modify the text of a scene variable."),
_("the text of scene variable _PARAM0_"),
_("Variables"),
_("Variables/Scene variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -174,7 +174,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Boolean value of a scene variable"),
_("Modify the boolean value of a scene variable."),
_("Set the boolean value of scene variable _PARAM0_ to _PARAM1_"),
_("Variables"),
_("Variables/Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -187,7 +187,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("If it was true, it will become false, and if it was "
"false it will become true."),
_("Toggle the boolean value of scene variable _PARAM0_"),
_("Variables"),
_("Variables/Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"));
@@ -245,7 +245,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Remove a child"),
_("Remove a child from a scene variable."),
_("Remove child _PARAM1_ from scene variable _PARAM0_"),
_("Variables/Collections/Structures"),
_("Variables/Scene variables/Collections/Structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -269,7 +269,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Clear scene variable"),
_("Remove all the children from the scene variable."),
_("Clear children from scene variable _PARAM0_"),
_("Variables/Collections"),
_("Variables/Scene variables/Collections"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -291,7 +291,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Append variable to a scene array"),
_("Appends a variable at the end of a scene array variable."),
_("Append variable _PARAM1_ to array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
_("Variables/Scene variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
@@ -304,7 +304,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Append a string to a scene array"),
_("Appends a string at the end of a scene array variable."),
_("Append string _PARAM1_ to array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
_("Variables/Scene variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
@@ -316,7 +316,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Append a number to a scene array"),
_("Appends a number at the end of a scene array variable."),
_("Append number _PARAM1_ to array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
_("Variables/Scene variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
@@ -328,7 +328,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Append a boolean to a scene array"),
_("Appends a boolean at the end of a scene array variable."),
_("Append boolean _PARAM1_ to array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
_("Variables/Scene variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
@@ -341,7 +341,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Remove variable from a scene array (by index)"),
_("Removes a variable at the specified index of a scene array variable."),
_("Remove variable at index _PARAM1_ from scene array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
_("Variables/Scene variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -414,7 +414,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.AddExpression("GlobalVariableChildCount",
_("Number of children of a global variable"),
_("Number of children of a global variable"),
_("Variables"),
_("Variables/Global variables"),
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"));
@@ -422,7 +422,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.AddExpression("VariableChildCount",
_("Number of children of a scene variable"),
_("Number of children of a scene variable"),
_("Variables"),
_("Variables/Scene variables"),
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"));
@@ -430,7 +430,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.AddExpression("Variable",
_("Value of a scene variable"),
_("Value of a scene variable"),
_("Variables"),
_("Variables/Scene variables"),
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"));
@@ -438,7 +438,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.AddStrExpression("VariableString",
_("Text of a scene variable"),
_("Text of a scene variable"),
_("Variables"),
_("Variables/Scene variables"),
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"));
@@ -446,7 +446,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.AddExpression("GlobalVariable",
_("Value of a global variable"),
_("Value of a global variable"),
_("Variables"),
_("Variables/Global variables"),
"res/actions/var.png")
.AddParameter("globalvar", _("Name of the global variable"));
@@ -454,7 +454,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.AddStrExpression("GlobalVariableString",
_("Text of a global variable"),
_("Text of a global variable"),
_("Variables"),
_("Variables/Global variables"),
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"));
}

View File

@@ -200,13 +200,21 @@ class GD_CORE_API ObjectMetadata {
return *this;
}
/**
* \brief Set the (user friendly) name of the group this object must
* be categorised in.
*/
ObjectMetadata& SetCategoryFullName(const gd::String& categoryFullName_) {
categoryFullName = categoryFullName_;
return *this;
}
const gd::String& GetName() const { return name; }
#if defined(GD_IDE_ONLY)
const gd::String& GetFullName() const { return fullname; }
const gd::String& GetCategoryFullName() const { return categoryFullName; }
const gd::String& GetHelpUrl() const { return helpUrl; }
const gd::String& GetDescription() const { return description; }
const gd::String& GetIconFilename() const { return iconFilename; }
#endif
/**
* \brief Set the URL pointing to the help page about this object
@@ -227,7 +235,6 @@ class GD_CORE_API ObjectMetadata {
*/
ObjectMetadata& AddIncludeFile(const gd::String& includeFile);
#if defined(GD_IDE_ONLY)
std::map<gd::String, gd::InstructionMetadata> conditionsInfos;
std::map<gd::String, gd::InstructionMetadata> actionsInfos;
std::map<gd::String, gd::ExpressionMetadata> expressionsInfos;
@@ -235,19 +242,17 @@ class GD_CORE_API ObjectMetadata {
std::vector<gd::String> includeFiles;
gd::String className;
#endif
CreateFunPtr createFunPtr;
private:
gd::String extensionNamespace;
gd::String name;
gd::String helpPath;
#if defined(GD_IDE_ONLY)
gd::String helpUrl; ///< Deprecated. Use helpPath instead.
gd::String fullname;
gd::String description;
gd::String iconFilename;
#endif
gd::String categoryFullName;
std::shared_ptr<gd::Object>
blueprintObject; ///< The "blueprint" object to be copied when a new
///< object is asked. Can be null in case a creation

View File

@@ -194,7 +194,8 @@ class GD_CORE_API ParameterMetadata {
parameterType == "objectEffectName" ||
parameterType == "objectEffectParameterName" ||
parameterType == "objectPointName" ||
parameterType == "objectAnimationName";
parameterType == "objectAnimationName" ||
parameterType == "functionParameterName";
} else if (type == "variable") {
return parameterType == "objectvar" || parameterType == "globalvar" ||
parameterType == "scenevar";

View File

@@ -19,4 +19,34 @@ class GD_CORE_API EventsListUnfolder {
}
}
}
static void FoldAll(gd::EventsList& list) {
for (size_t i = 0; i < list.size(); ++i) {
gd::BaseEvent& event = list[i];
event.SetFolded(true);
if (event.CanHaveSubEvents() && event.GetSubEvents().size() > 0) {
FoldAll(event.GetSubEvents());
}
}
}
/**
* \brief Recursively unfold all the events until a certain level of depth.
* 0 is the top level. If you want to unfold all events regardless of its depth,
* use `maxLevel = -1`. `currentLevel` is used for the recursion.
*/
static void UnfoldToLevel(gd::EventsList& list,
const int8_t maxLevel,
const std::size_t currentLevel = 0) {
if (maxLevel >= 0 && currentLevel > maxLevel) return;
for (size_t i = 0; i < list.size(); ++i) {
gd::BaseEvent& event = list[i];
event.SetFolded(false);
if (event.CanHaveSubEvents() && event.GetSubEvents().size() > 0 &&
(maxLevel == -1 || currentLevel <= maxLevel)) {
UnfoldToLevel(event.GetSubEvents(), maxLevel, currentLevel + 1);
}
}
}
};

View File

@@ -32,7 +32,7 @@ namespace gd {
* The IDE is responsible for actually *searching* and showing the completions -
* this is only describing what must be listed.
*/
struct ExpressionCompletionDescription {
struct GD_CORE_API ExpressionCompletionDescription {
public:
/**
* The different kind of completions that can be described.
@@ -274,7 +274,7 @@ struct ExpressionCompletionDescription {
/**
* \brief Turn an ExpressionCompletionDescription to a string.
*/
std::ostream& operator<<(std::ostream& os,
GD_CORE_API std::ostream& operator<<(std::ostream& os,
ExpressionCompletionDescription const& value);
/**

View File

@@ -30,6 +30,16 @@ void ArbitraryResourceWorker::ExposeImage(gd::String& imageName){
// do.
};
void ArbitraryResourceWorker::ExposeJson(gd::String& jsonName){
// Nothing to do by default - each child class can define here the action to
// do.
};
void ArbitraryResourceWorker::ExposeVideo(gd::String& videoName){
// Nothing to do by default - each child class can define here the action to
// do.
};
void ArbitraryResourceWorker::ExposeBitmapFont(gd::String& bitmapFontName){
// Nothing to do by default - each child class can define here the action to
// do.

View File

@@ -70,6 +70,16 @@ class GD_CORE_API ArbitraryResourceWorker {
*/
virtual void ExposeFont(gd::String &fontName);
/**
* \brief Expose a JSON, which is always a reference to a "json" resource.
*/
virtual void ExposeJson(gd::String &jsonName);
/**
* \brief Expose a video, which is always a reference to a "video" resource.
*/
virtual void ExposeVideo(gd::String &videoName);
/**
* \brief Expose a bitmap font, which is always a reference to a "bitmapFont" resource.
*/

View File

@@ -10,6 +10,7 @@
#include <set>
#include <vector>
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#include "GDCore/String.h"
@@ -36,17 +37,20 @@ class ResourcesInUseHelper : public gd::ArbitraryResourceWorker {
virtual ~ResourcesInUseHelper(){};
std::set<gd::String>& GetAllImages() { return GetAll("image"); };
std::set<gd::String>& GetAllFonts() { return GetAll("font"); };
std::set<gd::String>& GetAllAudios() { return GetAll("audio"); };
std::set<gd::String>& GetAllFonts() { return GetAll("font"); };
std::set<gd::String>& GetAllJsons() { return GetAll("json"); };
std::set<gd::String>& GetAllVideos() { return GetAll("video"); };
std::set<gd::String>& GetAllBitmapFonts() { return GetAll("bitmapFont"); };
std::set<gd::String>& GetAll(const gd::String& resourceType) {
return resourceType == "image"
? allImages
: (resourceType == "audio"
? allAudios
: (resourceType == "font")
? allFonts
: (resourceType == "bitmapFont") ? allBitmapFonts : emptyResources);
if (resourceType == "image") return allImages;
if (resourceType == "audio") return allAudios;
if (resourceType == "font") return allFonts;
if (resourceType == "json") return allJsons;
if (resourceType == "video") return allVideos;
if (resourceType == "bitmapFont") return allBitmapFonts;
return emptyResources;
};
virtual void ExposeFile(gd::String& resource) override{
@@ -61,6 +65,12 @@ class ResourcesInUseHelper : public gd::ArbitraryResourceWorker {
virtual void ExposeFont(gd::String& fontResourceName) override {
allFonts.insert(fontResourceName);
};
virtual void ExposeJson(gd::String& jsonResourceName) override {
allJsons.insert(jsonResourceName);
};
virtual void ExposeVideo(gd::String& videoResourceName) override {
allVideos.insert(videoResourceName);
};
virtual void ExposeBitmapFont(gd::String& bitmapFontResourceName) override {
allBitmapFonts.insert(bitmapFontResourceName);
};
@@ -69,6 +79,8 @@ class ResourcesInUseHelper : public gd::ArbitraryResourceWorker {
std::set<gd::String> allImages;
std::set<gd::String> allAudios;
std::set<gd::String> allFonts;
std::set<gd::String> allJsons;
std::set<gd::String> allVideos;
std::set<gd::String> allBitmapFonts;
std::set<gd::String> emptyResources;
};

View File

@@ -46,6 +46,12 @@ class ResourcesRenamer : public gd::ArbitraryResourceWorker {
virtual void ExposeFont(gd::String& fontResourceName) override {
RenameIfNeeded(fontResourceName);
};
virtual void ExposeJson(gd::String& jsonResourceName) override {
RenameIfNeeded(jsonResourceName);
};
virtual void ExposeVideo(gd::String& videoResourceName) override {
RenameIfNeeded(videoResourceName);
};
virtual void ExposeBitmapFont(gd::String& bitmapFontName) override {
RenameIfNeeded(bitmapFontName);
};

View File

@@ -17,6 +17,7 @@ void EventsFunction::SerializeTo(SerializerElement& element) const {
element.SetAttribute("fullName", fullName);
element.SetAttribute("description", description);
element.SetAttribute("sentence", sentence);
element.SetAttribute("group", group);
element.SetBoolAttribute("private", isPrivate);
events.SerializeTo(element.AddChild("events"));
@@ -44,6 +45,7 @@ void EventsFunction::UnserializeFrom(gd::Project& project,
fullName = element.GetStringAttribute("fullName");
description = element.GetStringAttribute("description");
sentence = element.GetStringAttribute("sentence");
group = element.GetStringAttribute("group");
isPrivate = element.GetBoolAttribute("private");
events.UnserializeFrom(project, element.GetChild("events"));

View File

@@ -102,6 +102,19 @@ class GD_CORE_API EventsFunction {
return *this;
}
/**
* \brief Get the group of the instruction in the editor.
*/
const gd::String& GetGroup() const { return group; };
/**
* \brief Set the group of the instruction in the editor.
*/
EventsFunction& SetGroup(const gd::String& group_) {
group = group_;
return *this;
}
enum FunctionType { Action, Condition, Expression, StringExpression };
/**
@@ -188,6 +201,7 @@ class GD_CORE_API EventsFunction {
gd::String fullName;
gd::String description;
gd::String sentence;
gd::String group;
gd::EventsList events;
FunctionType functionType;
std::vector<gd::ParameterMetadata> parameters;

View File

@@ -3,7 +3,6 @@
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#if defined(GD_IDE_ONLY)
#include "EventsFunctionsExtension.h"
#include "EventsBasedBehavior.h"
@@ -51,6 +50,11 @@ void EventsFunctionsExtension::SerializeTo(SerializerElement& element) const {
element.SetAttribute("description", description);
element.SetAttribute("name", name);
element.SetAttribute("fullName", fullName);
if (!originName.empty() || !originIdentifier.empty()) {
element.AddChild("origin")
.SetAttribute("name", originName)
.SetAttribute("identifier", originIdentifier);
}
auto& tagsElement = element.AddChild("tags");
tagsElement.ConsiderAsArray();
for (const auto& tag : tags) {
@@ -88,6 +92,14 @@ void EventsFunctionsExtension::UnserializeFrom(
iconUrl = element.GetStringAttribute("iconUrl");
helpPath = element.GetStringAttribute("helpPath");
if (element.HasChild("origin")) {
gd::String originName =
element.GetChild("origin").GetStringAttribute("name", "");
gd::String originIdentifier =
element.GetChild("origin").GetStringAttribute("identifier", "");
SetOrigin(originName, originIdentifier);
}
tags.clear();
auto& tagsElement = element.GetChild("tags");
if (!tagsElement.IsValueUndefined()) {
@@ -138,5 +150,3 @@ bool EventsFunctionsExtension::IsExtensionLifecycleEventsFunction(
}
} // namespace gd
#endif

View File

@@ -3,7 +3,6 @@
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#if defined(GD_IDE_ONLY)
#ifndef GDCORE_EVENTSFUNCTIONEXTENSION_H
#define GDCORE_EVENTSFUNCTIONEXTENSION_H
@@ -140,6 +139,23 @@ class GD_CORE_API EventsFunctionsExtension : public EventsFunctionsContainer {
return eventsBasedBehaviors;
}
/**
* \brief Sets an extension origin. This method is not present since the
* beginning so the projects created before that will have extensions
* installed from the store without an origin. Keep that in mind when creating
* features that rely on an extension's origin.
*/
virtual void SetOrigin(const gd::String& originName_,
const gd::String& originIdentifier_) {
originName = originName_;
originIdentifier = originIdentifier_;
}
virtual const gd::String& GetOriginName() const { return originName; }
virtual const gd::String& GetOriginIdentifier() const {
return originIdentifier;
}
/** \name Dependencies
*/
///@{
@@ -226,6 +242,8 @@ class GD_CORE_API EventsFunctionsExtension : public EventsFunctionsContainer {
std::vector<gd::String> authorIds;
gd::String author;
gd::String previewIconUrl;
gd::String originName;
gd::String originIdentifier;
gd::String iconUrl;
gd::String helpPath; ///< The relative path to the help for this extension in
///< the documentation (or an absolute URL).
@@ -236,4 +254,3 @@ class GD_CORE_API EventsFunctionsExtension : public EventsFunctionsContainer {
} // namespace gd
#endif // GDCORE_EVENTSFUNCTIONEXTENSION_H
#endif

View File

@@ -217,7 +217,7 @@ class GD_CORE_API Layout : public ObjectsContainer {
/**
* Must add a new the layer constructed from the layout passed as parameter.
* \note No pointer or reference must be kept on the layer passed as
* parameter. \param theLayer The the layer that must be copied and inserted
* parameter. \param theLayer the layer that must be copied and inserted
* into the project \param position Insertion position. Even if the position
* is invalid, the layer must be inserted at the end of the layers list.
*/

View File

@@ -634,6 +634,7 @@ void Project::UnserializeFrom(const SerializerElement& element) {
layoutElement.GetStringAttribute("name", "", "nom"), -1);
layout.UnserializeFrom(*this, layoutElement);
}
SetFirstLayout(element.GetChild("firstLayout").GetStringValue());
externalEvents.clear();
const SerializerElement& externalEventsElement =
@@ -908,6 +909,7 @@ Project& Project::operator=(const Project& other) {
void Project::Init(const gd::Project& game) {
name = game.name;
firstLayout = game.firstLayout;
version = game.version;
windowWidth = game.windowWidth;
windowHeight = game.windowHeight;

View File

@@ -19,6 +19,7 @@ void PropertyDescriptor::SerializeTo(SerializerElement& element) const {
element.AddChild("type").SetStringValue(type);
element.AddChild("label").SetStringValue(label);
element.AddChild("description").SetStringValue(description);
element.AddChild("group").SetStringValue(group);
SerializerElement& extraInformationElement =
element.AddChild("extraInformation");
extraInformationElement.ConsiderAsArray();
@@ -33,6 +34,7 @@ void PropertyDescriptor::UnserializeFrom(const SerializerElement& element) {
type = element.GetChild("type").GetStringValue();
label = element.GetChild("label").GetStringValue();
description = element.GetChild("description").GetStringValue();
group = element.GetChild("group").GetStringValue();
extraInformation.clear();
const SerializerElement& extraInformationElement =

View File

@@ -76,6 +76,14 @@ class GD_CORE_API PropertyDescriptor {
return *this;
}
/**
* \brief Change the group where this property is displayed to the user, if any.
*/
PropertyDescriptor& SetGroup(gd::String group_) {
group = group_;
return *this;
}
/**
* \brief Set and replace the additional information for the property.
*/
@@ -100,6 +108,7 @@ class GD_CORE_API PropertyDescriptor {
const gd::String& GetType() const { return type; }
const gd::String& GetLabel() const { return label; }
const gd::String& GetDescription() const { return description; }
const gd::String& GetGroup() const { return group; }
const std::vector<gd::String>& GetExtraInfo() const {
return extraInformation;
@@ -153,6 +162,7 @@ class GD_CORE_API PropertyDescriptor {
///< the class responsible for updating the property grid.
gd::String label; //< The user-friendly property name
gd::String description; //< The user-friendly property description
gd::String group; //< The user-friendly property group
std::vector<gd::String>
extraInformation; ///< Can be used to store for example the available
///< choices, if a property is a displayed as a combo

View File

@@ -24,12 +24,9 @@ gd::String Resource::badStr;
Resource ResourcesManager::badResource;
gd::String ResourcesManager::badResourceName;
#if defined(GD_IDE_ONLY)
ResourceFolder ResourcesManager::badFolder;
Resource ResourceFolder::badResource;
#endif
#if defined(GD_IDE_ONLY)
void ResourceFolder::Init(const ResourceFolder& other) {
name = other.name;
@@ -38,19 +35,16 @@ void ResourceFolder::Init(const ResourceFolder& other) {
resources.push_back(std::shared_ptr<Resource>(other.resources[i]->Clone()));
}
}
#endif
void ResourcesManager::Init(const ResourcesManager& other) {
resources.clear();
for (std::size_t i = 0; i < other.resources.size(); ++i) {
resources.push_back(std::shared_ptr<Resource>(other.resources[i]->Clone()));
}
#if defined(GD_IDE_ONLY)
folders.clear();
for (std::size_t i = 0; i < other.folders.size(); ++i) {
folders.push_back(other.folders[i]);
}
#endif
}
Resource& ResourcesManager::GetResource(const gd::String& name) {
@@ -147,7 +141,6 @@ std::vector<gd::String> ResourcesManager::FindFilesNotInResources(
return filesNotInResources;
}
#if defined(GD_IDE_ONLY)
std::map<gd::String, gd::PropertyDescriptor> Resource::GetProperties() const {
std::map<gd::String, gd::PropertyDescriptor> nothing;
return nothing;
@@ -443,9 +436,7 @@ void ResourcesManager::RemoveResource(const gd::String& name) {
for (std::size_t i = 0; i < folders.size(); ++i)
folders[i].RemoveResource(name);
}
#endif
#if defined(GD_IDE_ONLY)
void ResourceFolder::UnserializeFrom(const SerializerElement& element,
gd::ResourcesManager& parentManager) {
name = element.GetStringAttribute("name");
@@ -470,7 +461,6 @@ void ResourceFolder::SerializeTo(SerializerElement& element) const {
.SetAttribute("name", resources[i]->GetName());
}
}
#endif
void ResourcesManager::UnserializeFrom(const SerializerElement& element) {
resources.clear();
@@ -500,7 +490,6 @@ void ResourcesManager::UnserializeFrom(const SerializerElement& element) {
resources.push_back(resource);
}
#if defined(GD_IDE_ONLY)
folders.clear();
const SerializerElement& resourcesFoldersElement =
element.GetChild("resourceFolders", 0, "ResourceFolders");
@@ -511,10 +500,8 @@ void ResourcesManager::UnserializeFrom(const SerializerElement& element) {
folders.push_back(folder);
}
#endif
}
#if defined(GD_IDE_ONLY)
void ResourcesManager::SerializeTo(SerializerElement& element) const {
SerializerElement& resourcesElement = element.AddChild("resources");
resourcesElement.ConsiderAsArrayOf("resource");
@@ -543,7 +530,6 @@ void ResourcesManager::SerializeTo(SerializerElement& element) const {
for (std::size_t i = 0; i < folders.size(); ++i)
folders[i].SerializeTo(resourcesFoldersElement.AddChild("folder"));
}
#endif
void ImageResource::SetFile(const gd::String& newFile) {
file = newFile;
@@ -560,14 +546,12 @@ void ImageResource::UnserializeFrom(const SerializerElement& element) {
SetFile(element.GetStringAttribute("file"));
}
#if defined(GD_IDE_ONLY)
void ImageResource::SerializeTo(SerializerElement& element) const {
element.SetAttribute("alwaysLoaded", alwaysLoaded);
element.SetAttribute("smoothed", smooth);
element.SetAttribute("userAdded", IsUserAdded());
element.SetAttribute("file", GetFile());
}
#endif
void AudioResource::SetFile(const gd::String& newFile) {
file = newFile;
@@ -584,14 +568,12 @@ void AudioResource::UnserializeFrom(const SerializerElement& element) {
SetPreloadAsSound(element.GetBoolAttribute("preloadAsSound"));
}
#if defined(GD_IDE_ONLY)
void AudioResource::SerializeTo(SerializerElement& element) const {
element.SetAttribute("userAdded", IsUserAdded());
element.SetAttribute("file", GetFile());
element.SetAttribute("preloadAsMusic", PreloadAsMusic());
element.SetAttribute("preloadAsSound", PreloadAsSound());
}
#endif
void FontResource::SetFile(const gd::String& newFile) {
file = newFile;
@@ -606,12 +588,10 @@ void FontResource::UnserializeFrom(const SerializerElement& element) {
SetFile(element.GetStringAttribute("file"));
}
#if defined(GD_IDE_ONLY)
void FontResource::SerializeTo(SerializerElement& element) const {
element.SetAttribute("userAdded", IsUserAdded());
element.SetAttribute("file", GetFile());
}
#endif
void VideoResource::SetFile(const gd::String& newFile) {
file = newFile;
@@ -626,12 +606,10 @@ void VideoResource::UnserializeFrom(const SerializerElement& element) {
SetFile(element.GetStringAttribute("file"));
}
#if defined(GD_IDE_ONLY)
void VideoResource::SerializeTo(SerializerElement& element) const {
element.SetAttribute("userAdded", IsUserAdded());
element.SetAttribute("file", GetFile());
}
#endif
void JsonResource::SetFile(const gd::String& newFile) {
file = newFile;
@@ -647,7 +625,6 @@ void JsonResource::UnserializeFrom(const SerializerElement& element) {
DisablePreload(element.GetBoolAttribute("disablePreload", false));
}
#if defined(GD_IDE_ONLY)
void JsonResource::SerializeTo(SerializerElement& element) const {
element.SetAttribute("userAdded", IsUserAdded());
element.SetAttribute("file", GetFile());
@@ -672,7 +649,6 @@ bool JsonResource::UpdateProperty(const gd::String& name,
return true;
}
#endif
void BitmapFontResource::SetFile(const gd::String& newFile) {
file = newFile;
@@ -687,14 +663,11 @@ void BitmapFontResource::UnserializeFrom(const SerializerElement& element) {
SetFile(element.GetStringAttribute("file"));
}
#if defined(GD_IDE_ONLY)
void BitmapFontResource::SerializeTo(SerializerElement& element) const {
element.SetAttribute("userAdded", IsUserAdded());
element.SetAttribute("file", GetFile());
}
#endif
#if defined(GD_IDE_ONLY)
ResourceFolder::ResourceFolder(const ResourceFolder& other) { Init(other); }
ResourceFolder& ResourceFolder::operator=(const ResourceFolder& other) {
@@ -702,7 +675,6 @@ ResourceFolder& ResourceFolder::operator=(const ResourceFolder& other) {
return *this;
}
#endif
ResourcesManager::ResourcesManager(const ResourcesManager& other) {
Init(other);

View File

@@ -104,7 +104,6 @@ class GD_CORE_API Resource {
*/
virtual const gd::String& GetMetadata() const { return metadata; }
#if defined(GD_IDE_ONLY)
/** \name Resources properties
* Reading and updating resources properties
*/
@@ -136,7 +135,6 @@ class GD_CORE_API Resource {
return false;
};
///@}
#endif
/**
* \brief Serialize the object
@@ -186,7 +184,6 @@ class GD_CORE_API ImageResource : public Resource {
*/
virtual void SetFile(const gd::String& newFile) override;
#if defined(GD_IDE_ONLY)
virtual bool UseFile() override { return true; }
std::map<gd::String, gd::PropertyDescriptor> GetProperties() const override;
@@ -196,7 +193,6 @@ class GD_CORE_API ImageResource : public Resource {
* \brief Serialize the object
*/
void SerializeTo(SerializerElement& element) const override;
#endif
/**
* \brief Unserialize the objectt.
@@ -238,14 +234,12 @@ class GD_CORE_API AudioResource : public Resource {
virtual const gd::String& GetFile() const override { return file; };
virtual void SetFile(const gd::String& newFile) override;
#if defined(GD_IDE_ONLY)
virtual bool UseFile() override { return true; }
std::map<gd::String, gd::PropertyDescriptor> GetProperties() const override;
bool UpdateProperty(const gd::String& name, const gd::String& value) override;
void SerializeTo(SerializerElement& element) const override;
#endif
void UnserializeFrom(const SerializerElement& element) override;
@@ -292,10 +286,8 @@ class GD_CORE_API FontResource : public Resource {
virtual const gd::String& GetFile() const override { return file; };
virtual void SetFile(const gd::String& newFile) override;
#if defined(GD_IDE_ONLY)
virtual bool UseFile() override { return true; }
void SerializeTo(SerializerElement& element) const override;
#endif
void UnserializeFrom(const SerializerElement& element) override;
@@ -320,10 +312,8 @@ class GD_CORE_API VideoResource : public Resource {
virtual const gd::String& GetFile() const override { return file; };
virtual void SetFile(const gd::String& newFile) override;
#if defined(GD_IDE_ONLY)
virtual bool UseFile() override { return true; }
void SerializeTo(SerializerElement& element) const override;
#endif
void UnserializeFrom(const SerializerElement& element) override;
@@ -348,14 +338,12 @@ class GD_CORE_API JsonResource : public Resource {
virtual const gd::String& GetFile() const override { return file; };
virtual void SetFile(const gd::String& newFile) override;
#if defined(GD_IDE_ONLY)
virtual bool UseFile() override { return true; }
std::map<gd::String, gd::PropertyDescriptor> GetProperties() const override;
bool UpdateProperty(const gd::String& name, const gd::String& value) override;
void SerializeTo(SerializerElement& element) const override;
#endif
void UnserializeFrom(const SerializerElement& element) override;
@@ -391,10 +379,8 @@ class GD_CORE_API BitmapFontResource : public Resource {
virtual const gd::String& GetFile() const override { return file; };
virtual void SetFile(const gd::String& newFile) override;
#if defined(GD_IDE_ONLY)
virtual bool UseFile() override { return true; }
void SerializeTo(SerializerElement& element) const override;
#endif
void UnserializeFrom(const SerializerElement& element) override;
@@ -463,7 +449,6 @@ class GD_CORE_API ResourcesManager {
*/
std::vector<gd::String> FindFilesNotInResources(const std::vector<gd::String>& filesToCheck) const;
#if defined(GD_IDE_ONLY)
/**
* \brief Return a (smart) pointer to a resource.
*/
@@ -557,7 +542,6 @@ class GD_CORE_API ResourcesManager {
* \brief Serialize the object
*/
void SerializeTo(SerializerElement& element) const;
#endif
/**
* \brief Unserialize the objectt.
@@ -568,18 +552,13 @@ class GD_CORE_API ResourcesManager {
void Init(const ResourcesManager& other);
std::vector<std::shared_ptr<Resource> > resources;
#if defined(GD_IDE_ONLY)
std::vector<ResourceFolder> folders;
#endif
#if defined(GD_IDE_ONLY)
static ResourceFolder badFolder;
#endif
static Resource badResource;
static gd::String badResourceName;
};
#if defined(GD_IDE_ONLY)
class GD_CORE_API ResourceFolder {
public:
ResourceFolder(){};
@@ -654,7 +633,6 @@ class GD_CORE_API ResourceFolder {
void Init(const ResourceFolder& other);
static Resource badResource;
};
#endif
} // namespace gd

View File

@@ -667,7 +667,7 @@ int String::compare( const String &other ) const
namespace priv
{
/**
* As the the casefolded version of a string can have a different size, the positions
* As the casefolded version of a string can have a different size, the positions
* in the two versions of the string are not the same.
* \return where the **pos** position in the original string **str** is in the
* casefolded version of **str**
@@ -681,7 +681,7 @@ namespace priv
}
/**
* As the the casefolded version of a string can have a different size, the positions
* As the casefolded version of a string can have a different size, the positions
* in the two versions of the string are not the same.
* \return where the **pos** position in the casefolded string of **str** is in the
* original version **str**

View File

@@ -23,7 +23,7 @@ void DeclareAnchorBehaviorExtension(gd::PlatformExtension& extension) {
"AnchorBehavior",
_("Anchor"),
"Anchor",
_("Behavior that anchors objects to the window's bounds."),
_("Anchor objects to the window's bounds."),
"",
"CppPlatform/Extensions/AnchorIcon.png",
"AnchorBehavior",

View File

@@ -67,19 +67,22 @@ module.exports = {
.getOrCreate('color')
.setValue(objectContent.color)
.setType('color')
.setLabel(_('Base color'));
.setLabel(_('Base color'))
.setGroup(_('Appearance'));
objectProperties
.getOrCreate('opacity')
.setValue(objectContent.opacity.toString())
.setType('number')
.setLabel(_('Opacity (0-255)'));
.setLabel(_('Opacity (0-255)'))
.setGroup(_('Appearance'));
objectProperties
.getOrCreate('fontSize')
.setValue(objectContent.fontSize.toString())
.setType('number')
.setLabel(_('Base size'));
.setLabel(_('Base size'))
.setGroup(_('Font'));
objectProperties
.getOrCreate('align')
@@ -88,33 +91,36 @@ module.exports = {
.addExtraInfo('left')
.addExtraInfo('center')
.addExtraInfo('right')
.setLabel(_('Base alignment'));
.setLabel(_('Base alignment'))
.setGroup(_('Appearance'));
objectProperties
.getOrCreate('fontFamily')
.setValue(objectContent.fontFamily)
.setType('resource')
.addExtraInfo('font')
.setLabel(_('Base font family'));
.setLabel(_('Font'))
.setGroup(_('Font'));
objectProperties
.getOrCreate('wordWrap')
.setValue(objectContent.wordWrap ? 'true' : 'false')
.setType('boolean')
.setLabel(_('Word wrapping'));
.setLabel(_('Word wrapping'))
.setGroup(_('Appearance'));
objectProperties
.getOrCreate('visible')
.setValue(objectContent.visible ? 'true' : 'false')
.setType('boolean')
.setLabel(_('Visible on start'));
.setLabel(_('Visible on start'))
.setGroup(_('Appearance'));
return objectProperties;
};
objectBBText.setRawJSONContent(
JSON.stringify({
text:
'[b]bold[/b] [i]italic[/i] [size=15]smaller[/size] [font=times]times[/font] font\n[spacing=12]spaced out[/spacing]\n[outline=yellow]outlined[/outline] [shadow=red]DropShadow[/shadow] ',
text: '[b]bold[/b] [i]italic[/i] [size=15]smaller[/size] [font=times]times[/font] font\n[spacing=12]spaced out[/spacing]\n[outline=yellow]outlined[/outline] [shadow=red]DropShadow[/shadow] ',
opacity: 255,
fontSize: 20,
visible: true,
@@ -161,7 +167,8 @@ module.exports = {
.addIncludeFile('Extensions/BBText/bbtextruntimeobject-pixi-renderer.js')
.addIncludeFile(
'Extensions/BBText/pixi-multistyle-text/dist/pixi-multistyle-text.umd.js'
);
)
.setCategoryFullName(_('Texts'));
/**
* Utility function to add both a setter and a getter to a property from a list.
@@ -511,7 +518,8 @@ module.exports = {
this._pixiObject.alpha = opacity / 255;
const color = properties.get('color').getValue();
this._pixiObject.textStyles.default.fill = objectsRenderingService.rgbOrHexToHexNumber(color);
this._pixiObject.textStyles.default.fill =
objectsRenderingService.rgbOrHexToHexNumber(color);
const fontSize = properties.get('fontSize').getValue();
this._pixiObject.textStyles.default.fontSize = `${fontSize}px`;

View File

@@ -29,7 +29,9 @@ module.exports = {
.setExtensionInformation(
'BitmapText',
_('Bitmap Text'),
_('Displays a text using a "Bitmap Font" (an image representing characters). This is more performant than a traditional Text object and it allows for complete control on the characters aesthetic.'),
_(
'Displays a text using a "Bitmap Font" (an image representing characters). This is more performant than a traditional Text object and it allows for complete control on the characters aesthetic.'
),
'Aurélien Vivet',
'Open source (MIT License)'
)
@@ -67,7 +69,8 @@ module.exports = {
.getOrCreate('opacity')
.setValue(objectContent.opacity.toString())
.setType('number')
.setLabel(_('Opacity (0-255)'));
.setLabel(_('Opacity (0-255)'))
.setGroup(_('Appearance'));
objectProperties
.getOrCreate('align')
@@ -76,7 +79,8 @@ module.exports = {
.addExtraInfo('left')
.addExtraInfo('center')
.addExtraInfo('right')
.setLabel(_('Alignment, when multiple lines are displayed'));
.setLabel(_('Alignment, when multiple lines are displayed'))
.setGroup(_('Appearance'));
objectProperties
.getOrCreate('bitmapFontResourceName')
@@ -96,26 +100,28 @@ module.exports = {
.getOrCreate('scale')
.setValue(objectContent.scale.toString())
.setType('number')
.setLabel(_('Text scale'));
.setLabel(_('Text scale'))
.setGroup(_('Appearance'));
objectProperties
.getOrCreate('tint')
.setValue(objectContent.tint)
.setType('color')
.setLabel(_('Font tint'));
.setLabel(_('Font tint'))
.setGroup(_('Appearance'));
objectProperties
.getOrCreate('wordWrap')
.setValue(objectContent.wordWrap ? 'true' : 'false')
.setType('boolean')
.setLabel(_('Word wrapping'));
.setLabel(_('Word wrapping'))
.setGroup(_('Appearance'));
return objectProperties;
};
bitmapTextObject.setRawJSONContent(
JSON.stringify({
text:
'This text use the default bitmap font.\nUse a custom Bitmap Font to create your own texts.',
text: 'This text use the default bitmap font.\nUse a custom Bitmap Font to create your own texts.',
opacity: 255,
scale: 1,
fontSize: 20,
@@ -162,7 +168,8 @@ module.exports = {
.setIncludeFile('Extensions/BitmapText/bitmaptextruntimeobject.js')
.addIncludeFile(
'Extensions/BitmapText/bitmaptextruntimeobject-pixi-renderer.js'
);
)
.setCategoryFullName(_('Texts'));
object
.addExpressionAndConditionAndAction(
@@ -265,7 +272,12 @@ module.exports = {
'res/actions/font.png'
)
.addParameter('object', _('Bitmap text'), 'BitmapTextObject', false)
.addParameter('bitmapFontResource', _('Bitmap font resource name'), '', false)
.addParameter(
'bitmapFontResource',
_('Bitmap font resource name'),
'',
false
)
.setParameterLongDescription(
'The resource name of the font file, without quotes.'
)
@@ -634,7 +646,8 @@ module.exports = {
this._pixiObject.align = align;
const color = properties.get('tint').getValue();
this._pixiObject.tint = objectsRenderingService.rgbOrHexToHexNumber(color);
this._pixiObject.tint =
objectsRenderingService.rgbOrHexToHexNumber(color);
const scale = properties.get('scale').getValue() || 1;
this._pixiObject.scale.set(scale);

View File

@@ -26,7 +26,7 @@ void DeclareDestroyOutsideBehaviorExtension(gd::PlatformExtension& extension) {
extension.AddBehavior("DestroyOutside",
_("Destroy when outside of the screen"),
_("DestroyOutside"),
_("Automatically destroy the object when it goes "
_("Destroy objects automatically when they go "
"outside of the screen's borders."),
"",
"CppPlatform/Extensions/destroyoutsideicon.png",

View File

@@ -541,7 +541,7 @@ module.exports = {
'IsDialogueLineType',
_('Dialogue line type'),
_(
'Check if the the current dialogue line line is one of the three existing types. Use this to set what logic is executed for each type.\nThe three types are as follows:\n- text: when displaying dialogue text.\n- options: when displaying [[branching/options]] for dialogue choices.\n-command: when <<commands>> are triggered by the dialogue data.'
'Check if the current dialogue line line is one of the three existing types. Use this to set what logic is executed for each type.\nThe three types are as follows:\n- text: when displaying dialogue text.\n- options: when displaying [[branching/options]] for dialogue choices.\n-command: when <<commands>> are triggered by the dialogue data.'
),
_('The dialogue line is _PARAM0_'),
_('Dialogue Tree (experimental)'),

View File

@@ -26,7 +26,7 @@ void DeclareDraggableBehaviorExtension(gd::PlatformExtension& extension) {
"Draggable",
_("Draggable object"),
_("Draggable"),
_("Allows objects to be moved using the mouse (or touch)."),
_("Move objects by holding a mouse button (or touch)."),
"",
"CppPlatform/Extensions/draggableicon.png",
"DraggableBehavior",

View File

@@ -179,7 +179,8 @@ module.exports = {
.setValue(
behaviorContent.getBoolAttribute('property2') ? 'true' : 'false'
)
.setType('Boolean');
.setType('Boolean')
.setGroup(_('Look and Feel'));
return behaviorProperties;
};
@@ -193,7 +194,7 @@ module.exports = {
'DummyBehavior',
_('Dummy behavior for testing'),
'DummyBehavior',
_('This dummy behavior does nothing'),
_('Do nothing.'),
'',
'CppPlatform/Extensions/topdownmovementicon.png',
'DummyBehavior',
@@ -276,7 +277,7 @@ module.exports = {
'DummyBehaviorWithSharedData',
_('Dummy behavior with shared data for testing'),
'DummyBehaviorWithSharedData',
_('This dummy behavior uses shared data and does nothing'),
_('Do nothing but use shared data.'),
'',
'CppPlatform/Extensions/topdownmovementicon.png',
'DummyBehaviorWithSharedData',
@@ -409,7 +410,8 @@ module.exports = {
.setIncludeFile('Extensions/ExampleJsExtension/dummyruntimeobject.js')
.addIncludeFile(
'Extensions/ExampleJsExtension/dummyruntimeobject-pixi-renderer.js'
);
)
.setCategoryFullName(_('Testing'));
object
.addAction(

View File

@@ -78,7 +78,7 @@ module.exports = {
'SaveStringToFileSync',
_('Save a text into a file'),
_(
'Save a text into a file. Only use this on small files to avoid any lag or freeze during the the game execution.'
'Save a text into a file. Only use this on small files to avoid any lag or freeze during the game execution.'
),
_('Save _PARAM0_ into file _PARAM1_'),
_('Filesystem/Windows, Linux, MacOS'),
@@ -130,7 +130,7 @@ module.exports = {
'SaveVariableToJSONFileSync',
_('Save a scene variable into a JSON file'),
_(
'Save a scene variable (including, for structure, all the children) into a file in JSON format. Only use this on small files to avoid any lag or freeze during the the game execution.'
'Save a scene variable (including, for structure, all the children) into a file in JSON format. Only use this on small files to avoid any lag or freeze during the game execution.'
),
_('Save scene variable _PARAM0_ into file _PARAM1_ as JSON'),
_('Filesystem/Windows, Linux, MacOS'),
@@ -208,7 +208,7 @@ module.exports = {
'LoadStringFromFileSync',
_('Load a text from a file'),
_(
'Load a text from a file. Only use this on small files to avoid any lag or freeze during the the game execution.'
'Load a text from a file. Only use this on small files to avoid any lag or freeze during the game execution.'
),
_('Load text from _PARAM1_ into scene variable _PARAM0_'),
_('Filesystem/Windows, Linux, MacOS'),
@@ -234,7 +234,7 @@ module.exports = {
'LoadVariableFromJSONFileSync',
_('Load a scene variable from a JSON file'),
_(
'Load a JSON formatted text from a file and convert it to a scene variable (potentially a structure variable with children). Only use this on small files to avoid any lag or freeze during the the game execution.'
'Load a JSON formatted text from a file and convert it to a scene variable (potentially a structure variable with children). Only use this on small files to avoid any lag or freeze during the game execution.'
),
_('Load JSON from _PARAM1_ into scene variable _PARAM0_'),
_('Filesystem/Windows, Linux, MacOS'),
@@ -415,6 +415,7 @@ module.exports = {
_('Filesystem/Windows, Linux, MacOS'),
'JsPlatform/Extensions/filesystem_folder32.png'
)
.addCodeOnlyParameter('currentScene', '')
.getCodeExtraInformation()
.setIncludeFile('Extensions/FileSystem/filesystemtools.js')
.setFunctionName('gdjs.fileSystem.getUserHomePath');

View File

@@ -150,7 +150,9 @@ namespace gdjs {
* Get the path to the user's home folder (on Windows `C:\Users\<USERNAME>\` for example).
* @return The path to user's "home" folder
*/
export const getUserHomePath = function (runtimeScene): string {
export const getUserHomePath = function (
runtimeScene: gdjs.RuntimeScene
): string {
const electron = runtimeScene.getGame().getRenderer().getElectron();
if (electron) {
return electron.remote.app.getPath('home') || '';

View File

@@ -59,7 +59,7 @@ module.exports = {
_('Light Obstacle Behavior'),
'LightObstacleBehavior',
_(
'This behavior makes the object an obstacle to the light. The light emitted by light objects will be stopped by the object.'
'Flag objects as being obstacles to light. The light emitted by light objects will be stopped by the object.'
),
'',
'CppPlatform/Extensions/lightObstacleIcon32.png',
@@ -132,6 +132,7 @@ module.exports = {
'When activated, display the lines used to render the light - useful to understand how the light is rendered on screen.'
)
)
.setGroup(_('Advanced'))
);
objectProperties
@@ -193,7 +194,8 @@ module.exports = {
)
.setIncludeFile('Extensions/Lighting/lightruntimeobject.js')
.addIncludeFile('Extensions/Lighting/lightruntimeobject-pixi-renderer.js')
.addIncludeFile('Extensions/Lighting/lightobstacleruntimebehavior.js');
.addIncludeFile('Extensions/Lighting/lightobstacleruntimebehavior.js')
.setCategoryFullName(_('Lights'));
object
.addAction(

View File

@@ -87,12 +87,16 @@ namespace gdjs {
_manager: any;
_registeredInManager: boolean = false;
constructor(runtimeScene, behaviorData, owner) {
constructor(
runtimeScene: gdjs.RuntimeScene,
behaviorData,
owner: gdjs.RuntimeObject
) {
super(runtimeScene, behaviorData, owner);
this._manager = LightObstaclesManager.getManager(runtimeScene);
}
doStepPreEvents(runtimeScene) {
doStepPreEvents(runtimeScene: gdjs.RuntimeScene) {
// Make sure the obstacle is or is not in the obstacles manager.
if (!this.activated() && this._registeredInManager) {
this._manager.removeObstacle(this);

View File

@@ -8,19 +8,24 @@ namespace gdjs {
export class LightRuntimeObjectPixiRenderer {
_object: gdjs.LightRuntimeObject;
_runtimeScene: gdjs.RuntimeScene;
_manager: any;
_manager: gdjs.LightObstaclesManager;
_radius: number;
_color: any;
_color: [number, number, number];
_texture: PIXI.Texture | null = null;
_center: any;
_defaultVertexBuffer: any;
_vertexBuffer: any;
_indexBuffer: any;
_center: Float32Array;
_defaultVertexBuffer: Float32Array;
_vertexBuffer: Float32Array;
_indexBuffer: Uint16Array;
_light: PIXI.Mesh<PIXI.Shader> | null = null;
_isPreview: boolean;
_debugMode: any = null;
_debugMode: boolean = false;
_debugLight: PIXI.Container | null = null;
_debugGraphics: PIXI.Graphics | null = null;
/**
* A polygon updated when vertices of the light are computed
* to be a polygon bounding the light and its obstacles.
*/
_lightBoundingPoly: gdjs.Polygon;
constructor(
@@ -53,13 +58,8 @@ namespace gdjs {
this._indexBuffer = new Uint16Array([0, 1, 2, 0, 2, 3]);
this.updateMesh();
this._isPreview = runtimeScene.getGame().isPreview();
this._lightBoundingPoly = gdjs.Polygon.createRectangle(0, 0);
this._lightBoundingPoly = new gdjs.Polygon();
for (let i = 0; i < 4; i++) {
this._lightBoundingPoly.vertices.push(
runtimeObject.getHitBoxes()[0].vertices[i]
);
}
this.updateDebugMode();
// Objects will be added in lighting layer, this is just to maintain consistency.
@@ -85,10 +85,10 @@ namespace gdjs {
}
static _computeClosestIntersectionPoint(
lightObject,
angle,
polygons,
boundingSquareHalfDiag
lightObject: gdjs.LightRuntimeObject,
angle: float,
polygons: Array<gdjs.Polygon>,
boundingSquareHalfDiag: float
) {
const centerX = lightObject.getX();
const centerY = lightObject.getY();
@@ -308,8 +308,8 @@ namespace gdjs {
// and instead use a subarray. Otherwise, allocate new array buffers as
// there would be memory wastage.
let isSubArrayUsed = false;
let vertexBufferSubArray = null;
let indexBufferSubArray = null;
let vertexBufferSubArray: Float32Array | null = null;
let indexBufferSubArray: Uint16Array | null = null;
if (this._vertexBuffer.length > 2 * verticesCount + 2) {
if (this._vertexBuffer.length < 4 * verticesCount + 4) {
isSubArrayUsed = true;
@@ -368,7 +368,7 @@ namespace gdjs {
* Computes the vertices of mesh using raycasting.
* @returns the vertices of mesh.
*/
_computeLightVertices(): Array<any> {
_computeLightVertices(): Array<FloatPoint> {
const lightObstacles: gdjs.BehaviorRBushAABB<
LightObstacleRuntimeBehavior
>[] = [];
@@ -379,38 +379,47 @@ namespace gdjs {
lightObstacles
);
}
const searchAreaLeft = this._object.getX() - this._radius;
const searchAreaTop = this._object.getY() - this._radius;
const searchAreaRight = this._object.getX() + this._radius;
const searchAreaBottom = this._object.getY() + this._radius;
// Bail out early if there are no obstacles.
if (lightObstacles.length === 0) {
// @ts-ignore TODO the array should probably be pass as a parameter.
return lightObstacles;
}
// Synchronize light bounding polygon with the hitbox.
const lightHitboxPoly = this._object.getHitBoxes()[0];
// Note: we suppose the hitbox is always a single rectangle.
const objectHitBox = this._object.getHitBoxes()[0];
for (let i = 0; i < 4; i++) {
for (let j = 0; j < 2; j++) {
this._lightBoundingPoly.vertices[i][j] =
lightHitboxPoly.vertices[i][j];
}
this._lightBoundingPoly.vertices[i][0] = objectHitBox.vertices[i][0];
this._lightBoundingPoly.vertices[i][1] = objectHitBox.vertices[i][1];
}
const obstaclesCount = lightObstacles.length;
const obstacleHitBoxes = new Array(obstaclesCount);
for (let i = 0; i < obstaclesCount; i++) {
obstacleHitBoxes[i] = lightObstacles[i].behavior.owner.getHitBoxes();
}
const obstaclePolygons: Array<any> = [];
// Create the list of polygons to compute the light vertices
const obstaclePolygons: Array<gdjs.Polygon> = [];
obstaclePolygons.push(this._lightBoundingPoly);
for (let i = 0; i < obstaclesCount; i++) {
const noOfHitBoxes = obstacleHitBoxes[i].length;
for (let j = 0; j < noOfHitBoxes; j++) {
obstaclePolygons.push(obstacleHitBoxes[i][j]);
for (let i = 0; i < lightObstacles.length; i++) {
const obstacleHitBoxes = lightObstacles[
i
].behavior.owner.getHitBoxesAround(
searchAreaLeft,
searchAreaTop,
searchAreaRight,
searchAreaBottom
);
for (const hitbox of obstacleHitBoxes) {
obstaclePolygons.push(hitbox);
}
}
let maxX = this._object.x + this._radius;
let minX = this._object.x - this._radius;
let maxY = this._object.y + this._radius;
let minY = this._object.y - this._radius;
const flattenVertices: Array<any> = [];
const flattenVertices: Array<FloatPoint> = [];
for (let i = 1; i < obstaclePolygons.length; i++) {
const vertices = obstaclePolygons[i].vertices;
const verticesCount = vertices.length;
@@ -452,6 +461,7 @@ namespace gdjs {
(maxY - this._object.y) * (maxY - this._object.y)
)
);
// Add this._object.hitBoxes vertices.
for (let i = 0; i < 4; i++) {
flattenVertices.push(obstaclePolygons[0].vertices[i]);
}
@@ -546,9 +556,11 @@ namespace gdjs {
varying vec2 vPos;
void main() {
vec2 topleft = vec2(center.x - radius, center.y - radius);
vec2 texCoord = (vPos - topleft)/(2.0 * radius);
gl_FragColor = vec4(color, 1.0) * texture2D(uSampler, texCoord);
vec2 topleft = vec2(center.x - radius, center.y - radius);
vec2 texCoord = (vPos - topleft)/(2.0 * radius);
gl_FragColor = (texCoord.x > 0.0 && texCoord.x < 1.0 && texCoord.y > 0.0 && texCoord.y < 1.0)
? vec4(color, 1.0) * texture2D(uSampler, texCoord)
: vec4(0.0, 0.0, 0.0, 0.0);
}`;
}

View File

@@ -149,10 +149,10 @@ namespace gdjs {
}
/**
* Get the light obstacles manager if objects with the behavior exist, null otherwise.
* @returns gdjs.LightObstaclesManager if it exists, otherwise null.
* Get the light obstacles manager.
* @returns the light obstacles manager.
*/
getObstaclesManager(): gdjs.LightObstaclesManager | null {
getObstaclesManager(): gdjs.LightObstaclesManager {
return this._obstaclesManager;
}

View File

@@ -69,3 +69,4 @@ var t=require("./bufferbuilder").BufferBuilder,e=require("./bufferbuilder").bina
},{"eventemitter3":"JJlS","./util":"BHXf","./logger":"WOs9","./socket":"wJlv","./mediaconnection":"dbHP","./dataconnection":"GBTQ","./enums":"ZRYf","./api":"in7L"}],"iTK6":[function(require,module,exports) {
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("./util"),r=require("./peer");exports.peerjs={Peer:r.Peer,util:e.util},exports.default=r.Peer,window.peerjs=exports.peerjs,window.Peer=r.Peer;
},{"./util":"BHXf","./peer":"Hxpd"}]},{},["iTK6"], null)
//# sourceMappingURL=A_peer.js.map

File diff suppressed because one or more lines are too long

View File

@@ -375,15 +375,14 @@ namespace gdjs {
key: string,
ssl: boolean
) => {
peerConfig = {
debug: 1,
Object.assign(peerConfig, {
host,
port,
path,
secure: ssl,
// All servers have "peerjs" as default key
key: key.length === 0 ? 'peerjs' : key,
};
});
loadPeerJS();
};
@@ -394,6 +393,26 @@ namespace gdjs {
*/
export const useDefaultBrokerServer = loadPeerJS;
/**
* Adds an ICE server candidate, and removes the default ones provided by PeerJs. Must be called before connecting to a broker.
* @param urls The URL of the STUN/TURN server.
* @param username An optional username to send to the server.
* @param credential An optional password to send to the server.
*/
export const useCustomICECandidate = (
urls: string,
username?: string,
credential?: string
) => {
peerConfig.config = peerConfig.config || {};
peerConfig.config.iceServers = peerConfig.config.iceServers || [];
peerConfig.config.iceServers.push({
urls,
username,
credential,
});
};
/**
* Overrides the default peer ID. Must be called before connecting to a broker.
* Overriding the ID may have unwanted consequences. Do not use this feature

View File

@@ -154,6 +154,30 @@ module.exports = {
.addIncludeFile('Extensions/P2P/B_p2ptools.js')
.setFunctionName('gdjs.evtTools.p2p.useCustomBrokerServer');
extension
.addAction(
'UseOwnICEServer',
_('Use a custom ICE server'),
_(
'Disables the default ICE (STUN or TURN) servers list and use one of your own. ' +
'Note that it is recommended to add at least 1 self-hosted STUN and TURN server ' +
'for games that are not over LAN but over the internet. ' +
'This action can be used multiple times to add multiple servers. ' +
'This action needs to be called BEFORE connecting to the broker server.'
),
_('Use ICE server _PARAM0_ (username: _PARAM1_, password: _PARAM2_)'),
_('P2P (experimental)'),
'JsPlatform/Extensions/p2picon.svg',
'JsPlatform/Extensions/p2picon.svg'
)
.addParameter('string', _('URL to the ICE server'), '', false)
.addParameter('string', _('(Optional) Username'), '', true)
.addParameter('string', _('(Optional) Password'), '', true)
.getCodeExtraInformation()
.setIncludeFile('Extensions/P2P/A_peer.js')
.addIncludeFile('Extensions/P2P/B_p2ptools.js')
.setFunctionName('gdjs.evtTools.p2p.useCustomICECandidate');
extension
.addAction(
'UseDefaultBroker',

View File

@@ -25,12 +25,16 @@ void DeclarePanelSpriteObjectExtension(gd::PlatformExtension& extension) {
"Open source (MIT License)")
.SetExtensionHelpPath("/objects/panel_sprite");
gd::ObjectMetadata& obj = extension.AddObject<PanelSpriteObject>(
"PanelSprite",
_("Panel Sprite (\"9-patch\")"),
_("An image with edges and corners that are stretched separately from "
"the full image."),
"CppPlatform/Extensions/PanelSpriteIcon.png");
gd::ObjectMetadata& obj =
extension
.AddObject<PanelSpriteObject>(
"PanelSprite",
_("Panel Sprite (\"9-patch\")"),
_("An image with edges and corners that are stretched separately "
"from "
"the full image."),
"CppPlatform/Extensions/PanelSpriteIcon.png")
.SetCategoryFullName(_("General"));
#if defined(GD_IDE_ONLY)
obj.SetIncludeFile("PanelSpriteObject/PanelSpriteObject.h");

View File

@@ -11,8 +11,8 @@ This project is released under the MIT License.
#include "ExtensionSubDeclaration2.h"
#include "ExtensionSubDeclaration3.h"
#include "GDCore/Extensions/PlatformExtension.h"
#include "GDCore/Tools/Localization.h"
#include "GDCore/Project/BehaviorsSharedData.h"
#include "GDCore/Tools/Localization.h"
#include "ParticleEmitterObject.h"
void DeclareParticleSystemExtension(gd::PlatformExtension& extension) {
@@ -29,12 +29,15 @@ void DeclareParticleSystemExtension(gd::PlatformExtension& extension) {
// Declaration of all objects available
{
gd::ObjectMetadata& obj = extension.AddObject<ParticleEmitterObject>(
"ParticleEmitter",
_("Particles emitter"),
_("Displays a large number of small particles to create visual "
"effects."),
"CppPlatform/Extensions/particleSystemicon.png");
gd::ObjectMetadata& obj =
extension
.AddObject<ParticleEmitterObject>(
"ParticleEmitter",
_("Particles emitter"),
_("Displays a large number of small particles to create visual "
"effects."),
"CppPlatform/Extensions/particleSystemicon.png")
.SetCategoryFullName(_("General"));
obj.SetIncludeFile("ParticleSystem/ParticleEmitterObject.h");
@@ -44,4 +47,4 @@ void DeclareParticleSystemExtension(gd::PlatformExtension& extension) {
ExtensionSubDeclaration2(obj);
ExtensionSubDeclaration3(obj);
}
}
}

View File

@@ -168,7 +168,7 @@ void ExtensionSubDeclaration2(gd::ObjectMetadata& obj) {
.UseStandardRelationalOperatorParameters("number");
obj.AddAction("ParticleSize1",
_("SIze, parameter 1"),
_("Size, parameter 1"),
_("Modify parameter 1 of the size of particles"),
_("the parameter 1 of size"),
_("Common"),

View File

@@ -28,7 +28,7 @@ void DeclarePathfindingBehaviorExtension(gd::PlatformExtension& extension) {
extension.AddBehavior("PathfindingBehavior",
_("Pathfinding"),
"Pathfinding",
_("With this behavior, the object will move "
_("Move objects to a target "
"while avoiding all objects that are "
"flagged as obstacles."),
"",
@@ -610,7 +610,7 @@ void DeclarePathfindingBehaviorExtension(gd::PlatformExtension& extension) {
"PathfindingObstacleBehavior",
_("Obstacle for pathfinding"),
"PathfindingObstacle",
_("Flag the object as being an obstacle for pathfinding."),
_("Flag objects as being obstacles for pathfinding."),
"",
"CppPlatform/Extensions/pathfindingobstacleicon.png",
"PathfindingObstacleBehavior",

View File

@@ -39,23 +39,23 @@ std::map<gd::String, gd::PropertyDescriptor> PathfindingBehavior::GetProperties(
gd::String::From(behaviorContent.GetDoubleAttribute("acceleration")));
properties[_("Max. speed")].SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("maxSpeed")));
properties[_("Rotate speed")].SetValue(
properties[_("Rotate speed")].SetGroup(_("Rotation")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("angularMaxSpeed")));
properties[_("Rotate object")]
properties[_("Rotate object")].SetGroup(_("Rotation"))
.SetValue(behaviorContent.GetBoolAttribute("rotateObject") ? "true"
: "false")
.SetType("Boolean");
properties[_("Angle offset")].SetValue(
properties[_("Angle offset")].SetGroup(_("Rotation")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("angleOffset")));
properties[_("Virtual cell width")].SetValue(
properties[_("Virtual cell width")].SetGroup(_("Virtual Grid")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("cellWidth", 0)));
properties[_("Virtual cell height")].SetValue(
properties[_("Virtual cell height")].SetGroup(_("Virtual Grid")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("cellHeight", 0)));
properties[_("Virtual grid X offset")].SetValue(
properties[_("Virtual grid X offset")].SetGroup(_("Virtual Grid")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("gridOffsetX", 0)));
properties[_("Virtual grid Y offset")].SetValue(
properties[_("Virtual grid Y offset")].SetGroup(_("Virtual Grid")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("gridOffsetY", 0)));
properties[_("Extra border size")].SetValue(
properties[_("Extra border size")].SetGroup(_("Collision")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("extraBorder")));
return properties;

View File

@@ -28,8 +28,8 @@ namespace gdjs {
_pathFound: boolean = false;
_speed: float = 0;
_angularSpeed: float = 0;
_timeOnSegment: float = 0;
_totalSegmentTime: float = 0;
_distanceOnSegment: float = 0;
_totalSegmentDistance: float = 0;
_currentSegment: integer = 0;
_reachedEnd: boolean = false;
_manager: PathfindingObstaclesManager;
@@ -392,11 +392,11 @@ namespace gdjs {
const pathY =
this._path[this._currentSegment + 1][1] -
this._path[this._currentSegment][1];
this._totalSegmentTime = Math.sqrt(pathX * pathX + pathY * pathY);
this._timeOnSegment = 0;
this._totalSegmentDistance = Math.sqrt(pathX * pathX + pathY * pathY);
this._distanceOnSegment = 0;
this._reachedEnd = false;
this._movementAngle =
((Math.atan2(pathY, pathX) * 180) / Math.PI + 360) % 360;
(gdjs.toDegrees(Math.atan2(pathY, pathX)) + 360) % 360;
} else {
this._reachedEnd = true;
this._speed = 0;
@@ -408,58 +408,59 @@ namespace gdjs {
return;
}
//Update the speed of the object
// Update the speed of the object
const timeDelta = this.owner.getElapsedTime(runtimeScene) / 1000;
this._speed += this._acceleration * timeDelta;
if (this._speed > this._maxSpeed) {
this._speed = this._maxSpeed;
const previousSpeed = this._speed;
if (this._speed !== this._maxSpeed) {
this._speed += this._acceleration * timeDelta;
if (this._speed > this._maxSpeed) {
this._speed = this._maxSpeed;
}
}
this._angularSpeed = this._angularMaxSpeed;
//Update the time on the segment and change segment if needed
this._timeOnSegment += this._speed * timeDelta;
// Update the time on the segment and change segment if needed
// Use a Verlet integration to be frame rate independent.
this._distanceOnSegment +=
((this._speed + previousSpeed) / 2) * timeDelta;
const remainingDistanceOnSegment =
this._totalSegmentDistance - this._distanceOnSegment;
if (
this._timeOnSegment >= this._totalSegmentTime &&
remainingDistanceOnSegment <= 0 &&
this._currentSegment < this._path.length
) {
this._enterSegment(this._currentSegment + 1);
this._distanceOnSegment = -remainingDistanceOnSegment;
}
//Position object on the segment and update its angle
// Position object on the segment and update its angle
let newPos = [0, 0];
let pathAngle = this.owner.getAngle();
if (this._currentSegment < this._path.length - 1) {
newPos[0] = gdjs.evtTools.common.lerp(
this._path[this._currentSegment][0],
this._path[this._currentSegment + 1][0],
this._timeOnSegment / this._totalSegmentTime
this._distanceOnSegment / this._totalSegmentDistance
);
newPos[1] = gdjs.evtTools.common.lerp(
this._path[this._currentSegment][1],
this._path[this._currentSegment + 1][1],
this._timeOnSegment / this._totalSegmentTime
this._distanceOnSegment / this._totalSegmentDistance
);
pathAngle =
gdjs.toDegrees(
Math.atan2(
this._path[this._currentSegment + 1][1] -
this._path[this._currentSegment][1],
this._path[this._currentSegment + 1][0] -
this._path[this._currentSegment][0]
)
) + this._angleOffset;
if (
this._rotateObject &&
this.owner.getAngle() !== this._movementAngle + this._angleOffset
) {
this.owner.rotateTowardAngle(
this._movementAngle + this._angleOffset,
this._angularSpeed,
runtimeScene
);
}
} else {
newPos = this._path[this._path.length - 1];
}
this.owner.setX(newPos[0]);
this.owner.setY(newPos[1]);
if (this._rotateObject) {
this.owner.rotateTowardAngle(
pathAngle,
this._angularSpeed,
runtimeScene
);
}
}
doStepPostEvents(runtimeScene: gdjs.RuntimeScene) {}

View File

@@ -1,10 +1,11 @@
// @ts-check
describe('gdjs.PathfindingRuntimeBehavior', function () {
const epsilon = 1 / (2 << 16);
// tests cases where every collisionMethod has the same behavior.
let doCommonPathFindingTests = (collisionMethod, allowDiagonals) => {
const pathFindingName = 'auto1';
const createScene = () => {
const createScene = (framePerSecond = 60) => {
const runtimeGame = new gdjs.RuntimeGame({
variables: [],
// @ts-ignore - missing properties.
@@ -39,11 +40,14 @@ describe('gdjs.PathfindingRuntimeBehavior', function () {
objects: [],
instances: [],
});
runtimeScene._timeManager.getElapsedTime = function () {
return (1 / 60) * 1000;
};
setFramePerSecond(runtimeScene, framePerSecond);
return runtimeScene;
};
const setFramePerSecond = (runtimeScene, framePerSecond) => {
runtimeScene._timeManager.getElapsedTime = function () {
return 1000 / framePerSecond;
};
};
const addPlayer = (runtimeScene) => {
const player = new gdjs.RuntimeObject(runtimeScene, {
@@ -156,6 +160,96 @@ describe('gdjs.PathfindingRuntimeBehavior', function () {
);
});
if (allowDiagonals) {
[20, 30, 60, 120].forEach((framePerSecond) => {
describe(`(${framePerSecond} fps)`, function () {
it('can move on the path at the right speed', function () {
setFramePerSecond(runtimeScene, framePerSecond);
const obstacle = addObstacle(runtimeScene);
obstacle.setPosition(600, 300);
// To ensure obstacles are registered.
runtimeScene.renderAndStep(1000 / framePerSecond);
player.setPosition(480, 300);
player.getBehavior(pathFindingName).moveTo(runtimeScene, 720, 300);
expect(player.getBehavior(pathFindingName).pathFound()).to.be(true);
expect(
player.getBehavior(pathFindingName).getNodeCount()
).to.be.above(13);
// Move on the path and stop before the last 1/10 of second.
for (let i = 0; i < (framePerSecond * 17) / 10; i++) {
runtimeScene.renderAndStep(1000 / framePerSecond);
expect(
player.getBehavior(pathFindingName).destinationReached()
).to.be(false);
}
// The position is the same no matter the frame rate.
expect(player.getX()).to.be(720);
expect(player.getY()).to.be.within(
288.5786437626905 - epsilon,
288.5786437626905 + epsilon
);
// Let 1/10 of second pass,
// because the calculus interval is not the same for each case.
for (let i = 0; i < framePerSecond / 10; i++) {
runtimeScene.renderAndStep(1000 / framePerSecond);
}
// The destination is reached for every frame rate within 1/10 of second.
expect(player.getX()).to.be(720);
expect(player.getY()).to.be(300);
expect(
player.getBehavior(pathFindingName).destinationReached()
).to.be(true);
});
});
});
} else {
[20, 30, 60, 120].forEach((framePerSecond) => {
describe(`(${framePerSecond} fps)`, function () {
it('can move on the path at the right speed', function () {
setFramePerSecond(runtimeScene, framePerSecond);
const obstacle = addObstacle(runtimeScene);
obstacle.setPosition(600, 300);
// To ensure obstacles are registered.
runtimeScene.renderAndStep(1000 / framePerSecond);
player.setPosition(480, 300);
player.getBehavior(pathFindingName).moveTo(runtimeScene, 720, 300);
expect(player.getBehavior(pathFindingName).pathFound()).to.be(true);
expect(
player.getBehavior(pathFindingName).getNodeCount()
).to.be.above(13);
// Move on the path and stop before the last 1/10 of second.
for (let i = 0; i < (framePerSecond * 20) / 10; i++) {
runtimeScene.renderAndStep(1000 / framePerSecond);
expect(
player.getBehavior(pathFindingName).destinationReached()
).to.be(false);
}
expect(player.getX()).to.be(710);
expect(player.getY()).to.be.within(300 - epsilon, 300 + epsilon);
// Let 1/10 of second pass,
// because the calculus interval is not the same for each case.
for (let i = 0; i < (framePerSecond * 1) / 10; i++) {
runtimeScene.renderAndStep(1000 / framePerSecond);
}
// The destination is reached for every frame rate within 1/10 of second.
expect(player.getX()).to.be(720);
expect(player.getY()).to.be(300);
expect(
player.getBehavior(pathFindingName).destinationReached()
).to.be(true);
});
});
});
}
it('can find a path between 2 obstacles', function () {
const obstacleTop = addObstacle(runtimeScene);
const obstacleBottom = addObstacle(runtimeScene);

View File

@@ -406,7 +406,7 @@ module.exports = {
_('Physics Engine 2.0'),
'Physics2',
_(
'Simulate realistic object physics, with gravity, forces, joints, etc.'
'Simulate realistic object physics with gravity, forces, joints, etc.'
),
'',
'res/physics32.png',

View File

@@ -34,7 +34,7 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
"PlatformerObjectBehavior",
_("Platformer character"),
"PlatformerObject",
_("Controllable character that can jump and run on platforms."),
_("Jump and run on platforms."),
"",
"CppPlatform/Extensions/platformerobjecticon.png",
"PlatformerObjectBehavior",
@@ -171,6 +171,7 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
.AddParameter("object", _("Object"))
.AddParameter("behavior", _("Behavior"), "PlatformerObjectBehavior")
.UseStandardOperatorParameters("number")
.AddParameter("yesorno", _("If jumping, try to preserve the current speed in the air"))
.MarkAsAdvanced()
.SetFunctionName("SetMaxFallingSpeed")
.SetGetter("GetMaxFallingSpeed");
@@ -206,9 +207,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition("Acceleration",
_("Acceleration"),
_("Compare the acceleration of the object (in pixels per "
_("Compare the horizontal acceleration of the object (in pixels per "
"second per second)."),
_("the acceleration"),
_("the horizontal acceleration"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
@@ -220,9 +221,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddAction("Acceleration",
_("Acceleration"),
_("Change the acceleration of an object (in pixels per "
_("Change the horizontal acceleration of an object (in pixels per "
"second per second)."),
_("the acceleration"),
_("the horizontal acceleration"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
@@ -235,9 +236,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition("Deceleration",
_("Deceleration"),
_("Compare the deceleration of the object (in pixels per "
_("Compare the horizontal deceleration of the object (in pixels per "
"second per second)."),
_("the deceleration"),
_("the horizontal deceleration"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
@@ -249,9 +250,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddAction("Deceleration",
_("Deceleration"),
_("Change the deceleration of an object (in pixels per "
_("Change the horizontal deceleration of an object (in pixels per "
"second per second)."),
_("the deceleration"),
_("the horizontal deceleration"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
@@ -264,9 +265,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition(
"MaxSpeed",
_("Maximum speed"),
_("Compare the maximum speed of the object (in pixels per second)."),
_("the maximum speed"),
_("Maximum horizontal speed"),
_("Compare the maximum horizontal speed of the object (in pixels per second)."),
_("the maximum horizontal speed"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
@@ -277,9 +278,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddAction(
"MaxSpeed",
_("Maximum speed"),
_("Change the maximum speed of an object (in pixels per second)."),
_("the maximum speed"),
_("Maximum horizontal speed"),
_("Change the maximum horizontal speed of an object (in pixels per second)."),
_("the maximum horizontal speed"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
@@ -293,7 +294,8 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition(
"JumpSpeed",
_("Jump speed"),
_("Compare the jump speed of the object (in pixels per second)."),
_("Compare the jump speed of the object (in pixels per second)."
"Its value is always positive."),
_("the jump speed"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
@@ -307,7 +309,8 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddAction(
"JumpSpeed",
_("Jump speed"),
_("Change the jump speed of an object (in pixels per second)."),
_("Change the jump speed of an object (in pixels per second). "
"Its value is always positive."),
_("the jump speed"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
@@ -321,7 +324,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition(
"JumpSustainTime",
_("Jump sustain time"),
_("Compare the jump sustain time of the object (in seconds)."),
_("Compare the jump sustain time of the object (in seconds)."
"This is the time during which keeping the jump button held "
"allow the initial jump speed to be maintained."),
_("the jump sustain time"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
@@ -333,7 +338,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddAction("JumpSustainTime",
_("Jump sustain time"),
_("Change the jump sustain time of an object (in seconds)."),
_("Change the jump sustain time of an object (in seconds). "
"This is the time during which keeping the jump button held "
"allow the initial jump speed to be maintained."),
_("the jump sustain time"),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon24.png",
@@ -351,7 +358,7 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
"again this action everytime you want to allow the object to jump "
"(apart if it's on the floor)."),
_("Allow _PARAM0_ to jump again"),
_("Options"),
_(""),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -366,7 +373,19 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
"is made unable to jump while in mid air. This has no effect if "
"the object is not in the air."),
_("Forbid _PARAM0_ to air jump"),
_("Options"),
_(""),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
.AddParameter("behavior", _("Behavior"), "PlatformerObjectBehavior");
aut.AddScopedAction(
"AbortJump",
_("Abort jump"),
_("Abort the current jump and stop the object vertically. "
"This action doesn't have any effect when the character is not jumping."),
_("Abort the current jump of _PARAM0_"),
_(""),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -500,12 +519,26 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
.MarkAsAdvanced()
.SetFunctionName("SimulateControl");
aut.AddScopedCondition("IsUsingControl",
_("Control pressed or simulated"),
_("A control was applied from a default control or a simulated by an action."),
_("_PARAM0_ has the _PARAM2_ key pressed or simulated"),
_(""),
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddParameter("object", _("Object"))
.AddParameter("behavior", _("Behavior"), "PlatformerObjectBehavior")
.AddParameter("stringWithSelector",
_("Key"),
"[\"Left\", \"Right\", \"Jump\", \"Ladder\", \"Release Ladder\", \"Up\", \"Down\"]")
.MarkAsAdvanced();
aut.AddAction("IgnoreDefaultControls",
_("Ignore default controls"),
_("De/activate the use of default controls.\nIf deactivated, "
"use the simulated actions to move the object."),
_("Ignore default controls for _PARAM0_: _PARAM2_"),
_("Controls"),
_("Options"),
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddParameter("object", _("Object"))
@@ -519,7 +552,7 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
_("Enable (or disable) the ability of the object to grab "
"platforms when falling near to one."),
_("Allow _PARAM0_ to grab platforms: _PARAM2_"),
_("Controls"),
_("Options"),
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddParameter("object", _("Object"))
@@ -531,7 +564,7 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
_("Can grab platforms"),
_("Check if the object can grab the platforms."),
_("_PARAM0_ can grab the platforms"),
"",
"Options",
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -539,13 +572,28 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
.MarkAsSimple()
.SetFunctionName("canGrabPlatforms");
aut.AddScopedAction(
"SetCurrentFallSpeed",
_("Current falling speed"),
_("Change the current falling speed of the object (in pixels per "
"second). This action doesn't have any effect when the character "
"is not falling or is in the first phase of a jump."),
_("the current falling speed"),
_(""),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
.AddParameter("behavior", _("Behavior"), "PlatformerObjectBehavior")
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
aut.AddCondition(
"CurrentFallSpeed",
_("Current falling speed"),
_("Compare the current falling speed of the object (in pixels per "
"second)."),
"second). Its value is always positive."),
_("the current falling speed"),
_("Options"),
_(""),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -558,9 +606,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
"CurrentJumpSpeed",
_("Current jump speed"),
_("Compare the current jump speed of the object (in pixels per "
"second)."),
"second). Its value is always positive."),
_("the current jump speed"),
_("Options"),
_(""),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -569,12 +617,27 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
.MarkAsAdvanced()
.SetFunctionName("GetCurrentJumpSpeed");
aut.AddScopedAction("SetCurrentSpeed",
_("Current horizontal speed"),
_("Change the current horizontal speed of the object "
"(in pixels per second). The object moves to the left "
"with negative values and to the right with positive ones"),
_("the current horizontal speed"),
_(""),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
.AddParameter("behavior", _("Behavior"), "PlatformerObjectBehavior")
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
aut.AddCondition("CurrentSpeed",
_("Current speed"),
_("Compare the current speed of the object (in pixels per "
"second)."),
_("the current speed"),
_("Options"),
_("Current horizontal speed"),
_("Compare the current horizontal speed of the object "
"(in pixels per second). The object moves to the left "
"with negative values and to the right with positive ones"),
_("the current horizontal speed"),
_(""),
"CppPlatform/Extensions/platformerobjecticon24.png",
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -585,7 +648,8 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddExpression("Gravity",
_("Gravity"),
_("Get the gravity applied on the object"),
_("Return the gravity applied on the object "
"(in pixels per second per second)."),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -594,7 +658,8 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddExpression("MaxFallingSpeed",
_("Maximum falling speed"),
_("Get the maximum falling speed"),
_("Return the maximum falling speed of the object "
"(in pixels per second)."),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -603,7 +668,8 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddExpression("LadderClimbingSpeed",
_("Ladder climbing speed"),
_("Get the ladder climbing speed"),
_("Return the ladder climbing speed of the object "
"(in pixels per second)."),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -612,7 +678,8 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddExpression("Acceleration",
_("Acceleration"),
_("Acceleration"),
_("Return the horizontal acceleration of the object "
"(in pixels per second per second)."),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -621,7 +688,8 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddExpression("Deceleration",
_("Deceleration"),
_("Deceleration"),
_("Return the horizontal deceleration of the object "
"(in pixels per second per second)."),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -629,8 +697,9 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
.SetFunctionName("GetDeceleration");
aut.AddExpression("MaxSpeed",
_("Maximum speed"),
_("Maximum speed"),
_("Maximum horizontal speed"),
_("Return the maximum horizontal speed of the object "
"(in pixels per second)."),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -639,7 +708,8 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddExpression("JumpSpeed",
_("Jump speed"),
_("Jump speed"),
_("Return the jump speed of the object "
"(in pixels per second). Its value is always positive."),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
@@ -648,7 +718,8 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddExpression("JumpSustainTime",
_("Jump sustain time"),
_("The time during which keeping the jump button held "
_("Return the jump sustain time of the object (in seconds)."
"This is the time during which keeping the jump button held "
"allow the initial jump speed to be maintained."),
_("Options"),
"CppPlatform/Extensions/platformerobjecticon16.png")
@@ -657,26 +728,30 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddExpression("CurrentFallSpeed",
_("Current fall speed"),
_("Current fall speed"),
_("Options"),
_("Return the current fall speed of the object "
"(in pixels per second). Its value is always positive."),
_(""),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
.AddParameter("behavior", _("Behavior"), "PlatformerObjectBehavior")
.SetFunctionName("GetCurrentFallSpeed");
aut.AddExpression("CurrentSpeed",
_("Current speed"),
_("Current speed"),
_("Options"),
_("Current horizontal speed"),
_("Return the current horizontal speed of the object "
"(in pixels per second). The object moves to the left "
"with negative values and to the right with positive ones"),
_(""),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
.AddParameter("behavior", _("Behavior"), "PlatformerObjectBehavior")
.SetFunctionName("GetCurrentSpeed");
aut.AddExpression("CurrentJumpSpeed",
_("Return the current jump speed of the object "
"(in pixels per second). Its value is always positive."),
_("Current jump speed"),
_("Current jump speed"),
_("Options"),
_(""),
"CppPlatform/Extensions/platformerobjecticon16.png")
.AddParameter("object", _("Object"))
.AddParameter("behavior", _("Behavior"), "PlatformerObjectBehavior")
@@ -687,7 +762,7 @@ void DeclarePlatformBehaviorExtension(gd::PlatformExtension& extension) {
"PlatformBehavior",
_("Platform"),
"Platform",
_("Platform that Platformer characters can run on."),
_("Flag objects as being platforms where characters can run on."),
"",
"CppPlatform/Extensions/platformicon.png",
"PlatformBehavior",

View File

@@ -108,9 +108,15 @@ class PlatformBehaviorJsExtension : public gd::PlatformExtension {
.SetFunctionName("setJumpSustainTime")
.SetGetter("getJumpSustainTime");
autExpressions["JumpSustainTime"].SetFunctionName("getJumpSustainTime");
autActions["PlatformBehavior::PlatformerObjectBehavior::SetCurrentFallSpeed"]
.SetFunctionName("setCurrentFallSpeed")
.SetGetter("getCurrentFallSpeed");
autConditions["PlatformBehavior::CurrentFallSpeed"].SetFunctionName(
"getCurrentFallSpeed");
autExpressions["CurrentFallSpeed"].SetFunctionName("getCurrentFallSpeed");
autActions["PlatformBehavior::PlatformerObjectBehavior::SetCurrentSpeed"]
.SetFunctionName("setCurrentSpeed")
.SetGetter("getCurrentSpeed");
autConditions["PlatformBehavior::CurrentSpeed"].SetFunctionName(
"getCurrentSpeed");
autExpressions["CurrentSpeed"].SetFunctionName("getCurrentSpeed");
@@ -124,6 +130,7 @@ class PlatformBehaviorJsExtension : public gd::PlatformExtension {
autExpressions["CurrentJumpSpeed"].SetFunctionName("getCurrentJumpSpeed");
autActions["PlatformBehavior::SetCanJump"].SetFunctionName("setCanJump");
autActions["PlatformBehavior::PlatformerObjectBehavior::SetCanNotAirJump"].SetFunctionName("setCanNotAirJump");
autActions["PlatformBehavior::PlatformerObjectBehavior::AbortJump"].SetFunctionName("abortJump");
autConditions["PlatformBehavior::CanJump"].SetFunctionName(
"canJump");
autActions["PlatformBehavior::SimulateLeftKey"].SetFunctionName(
@@ -147,6 +154,8 @@ class PlatformBehaviorJsExtension : public gd::PlatformExtension {
"simulateReleasePlatformKey");
autActions["PlatformBehavior::SimulateControl"].SetFunctionName(
"simulateControl");
autConditions["PlatformBehavior::PlatformerObjectBehavior::IsUsingControl"].SetFunctionName(
"isUsingControl");
autActions["PlatformBehavior::IgnoreDefaultControls"].SetFunctionName(
"ignoreDefaultControls");
}

View File

@@ -42,12 +42,12 @@ std::map<gd::String, gd::PropertyDescriptor> PlatformBehavior::GetProperties(
.AddExtraInfo(_("Platform"))
.AddExtraInfo(_("Jumpthru platform"))
.AddExtraInfo(_("Ladder"));
properties[_("Ledges can be grabbed")]
properties[_("Ledges can be grabbed")].SetGroup(_("Ledge"))
.SetValue(behaviorContent.GetBoolAttribute("canBeGrabbed", true)
? "true"
: "false")
.SetType("Boolean");
properties[_("Grab offset on Y axis")].SetValue(
properties[_("Grab offset on Y axis")].SetGroup(_("Ledge")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("yGrabOffset")));
return properties;

View File

@@ -31,8 +31,11 @@ void PlatformerObjectBehavior::InitializeContent(
behaviorContent.SetAttribute("ignoreDefaultControls", false);
behaviorContent.SetAttribute("slopeMaxAngle", 60);
behaviorContent.SetAttribute("canGrabPlatforms", false);
behaviorContent.SetAttribute("canGrabWithoutMoving", true);
behaviorContent.SetAttribute("yGrabOffset", 0);
behaviorContent.SetAttribute("xGrabTolerance", 10);
behaviorContent.SetAttribute("useLegacyTrajectory", false);
behaviorContent.SetAttribute("canGoDownFromJumpthru", true);
}
#if defined(GD_IDE_ONLY)
@@ -41,11 +44,11 @@ PlatformerObjectBehavior::GetProperties(
const gd::SerializerElement& behaviorContent) const {
std::map<gd::String, gd::PropertyDescriptor> properties;
properties[_("Gravity")].SetValue(
properties[_("Gravity")].SetGroup(_("Jump")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("gravity")));
properties[_("Jump speed")].SetValue(
properties[_("Jump speed")].SetGroup(_("Jump")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("jumpSpeed")));
properties["jumpSustainTime"]
properties["jumpSustainTime"].SetGroup(_("Jump"))
.SetValue(gd::String::From(
behaviorContent.GetDoubleAttribute("jumpSustainTime", 0)))
.SetLabel(_("Jump sustain time"))
@@ -53,32 +56,51 @@ PlatformerObjectBehavior::GetProperties(
_("Maximum time (in seconds) during which the jump strength is "
"sustained if the jump key is held - allowing variable height "
"jumps."));
properties[_("Max. falling speed")].SetValue(
properties[_("Max. falling speed")].SetGroup(_("Jump")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("maxFallingSpeed")));
properties[_("Ladder climbing speed")].SetValue(gd::String::From(
properties[_("Ladder climbing speed")].SetGroup(_("Ladder")).SetValue(gd::String::From(
behaviorContent.GetDoubleAttribute("ladderClimbingSpeed", 150)));
properties[_("Acceleration")].SetValue(
properties[_("Acceleration")].SetGroup(_("Walk")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("acceleration")));
properties[_("Deceleration")].SetValue(
properties[_("Deceleration")].SetGroup(_("Walk")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("deceleration")));
properties[_("Max. speed")].SetValue(
properties[_("Max. speed")].SetGroup(_("Walk")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("maxSpeed")));
properties[_("Default controls")]
.SetValue(behaviorContent.GetBoolAttribute("ignoreDefaultControls")
? "false"
: "true")
.SetType("Boolean");
properties[_("Slope max. angle")].SetValue(
properties[_("Slope max. angle")].SetGroup(_("Walk")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("slopeMaxAngle")));
properties[_("Can grab platform ledges")]
.SetGroup(_("Ledge"))
.SetValue(behaviorContent.GetBoolAttribute("canGrabPlatforms", false)
? "true"
: "false")
.SetType("Boolean");
properties[_("Grab offset on Y axis")].SetValue(
properties[_("Automatically grab platform ledges without having to move horizontally")]
.SetGroup(_("Ledge"))
.SetValue(behaviorContent.GetBoolAttribute("canGrabWithoutMoving", false)
? "true"
: "false")
.SetType("Boolean");
properties[_("Grab offset on Y axis")].SetGroup(_("Ledge")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("yGrabOffset")));
properties[_("Grab tolerance on X axis")].SetValue(gd::String::From(
properties[_("Grab tolerance on X axis")].SetGroup(_("Ledge")).SetValue(gd::String::From(
behaviorContent.GetDoubleAttribute("xGrabTolerance", 10)));
properties[_("Use frame per second dependent trajectories (deprecated)")]
.SetGroup(_("Jump"))
.SetValue(behaviorContent.GetBoolAttribute("useLegacyTrajectory", true)
? "true"
: "false")
.SetType("Boolean");
properties[_("Can go down from jumpthru platforms")]
.SetGroup(_("Walk"))
.SetValue(behaviorContent.GetBoolAttribute("canGoDownFromJumpthru", false)
? "true"
: "false")
.SetType("Boolean");
return properties;
}
@@ -90,6 +112,12 @@ bool PlatformerObjectBehavior::UpdateProperty(
behaviorContent.SetAttribute("ignoreDefaultControls", (value == "0"));
else if (name == _("Can grab platform ledges"))
behaviorContent.SetAttribute("canGrabPlatforms", (value == "1"));
else if (name == _("Automatically grab platform ledges without having to move horizontally"))
behaviorContent.SetAttribute("canGrabWithoutMoving", (value == "1"));
else if (name == _("Use frame per second dependent trajectories (deprecated)"))
behaviorContent.SetAttribute("useLegacyTrajectory", (value == "1"));
else if (name == _("Can go down from jumpthru platforms"))
behaviorContent.SetAttribute("canGoDownFromJumpthru", (value == "1"));
else if (name == _("Grab offset on Y axis"))
behaviorContent.SetAttribute("yGrabOffset", value.To<double>());
else {

View File

@@ -44,7 +44,7 @@ There are also more obvious obstacles that cover the character in the middle and
[![RequestedDeltaX](./diagrams/SlopeFollowingResult.png)](./diagrams/SlopeFollowingResult.svgz)
Obstacles can eventually encompass the character. So platforms edges don't have any collision with character.
Obstacles can eventually encompass the character. So, platforms edges don't have any collision with character.
To detect such cases, 2 flags are used:
- `foundOverHead` when an edge is over `headMaxY`
@@ -55,3 +55,261 @@ To detect such cases, 2 flags are used:
For further details on the implementation, please take a look at the comments in:
- the function `gdjs.PlatformerObjectRuntimeBehavior._findHighestFloorAndMoveOnTop`
- the class `gdjs.PlatformerObjectRuntimeBehavior.FollowConstraintContext`
## Jump trajectory
### Sequential calculus of the engine
The engine uses the previous speeds and positions to evaluate the new ones (with Verlet integrations). This is fast for sequential access and it's a good fit for what the engine does.
The model doesn't follow the laws of physics and this is fine because more realism doesn't mean more fun. Internally, it uses 2 independent speeds:
- the current jumping speed `currentJumpSpeed`
- the current falling speed `currentFallSpeed`
Note that in the engine `currentJumpSpeed` is actually an absolute speed but it's easier to visualize as a negative value as it is subtracted to `currentFallSpeed`.
The jump speed stays at its initial value while the jump is sustained. Then, it decreases (in absolute) according to the gravity until it reaches 0 and stays constant until the end.
The falling speed starts at 0 and increase according to the gravity, as soon as the jump start. Until, it reaches the maximum falling speed and stays constant until the end too.
[![Jump speed](./diagrams/JumpSpeed.png)](./diagrams/JumpSpeed.svgz) [![Falling speed](./diagrams/FallingSpeed.png)](./diagrams/FallingSpeed.svgz)
### Requests solving and random access
#### Why a continuous model?
A function allows to get a position for any given time without calculating every previous positions.
#### Polynomial piece-wise function
The character trajectory during a jump looks like a quadratic function, but it's actually a piece-wise function.
On this first trajectory example, the curve almost follows the quadratic function in white, but it actually follows the grey ones at the start and the end of the jump. There is also an affine part at the end of the jump. It's not shown on this plot because it happens later on.
![Trajectory with default settings](./diagrams/DefaultSettings.png)
This example of trajectory shows the 4 functions. It has an affine part in the middle instead of a quadratic one like in the previous example. In practice, this jump trajectory will seem off, but a tiny affine part can happen in some configurations.
![Trajectory with an affine part](./diagrams/WithAffine.png)
The piece-wise function has 3 borders:
- at the end of the jump sustaining (jumpSustainTime)
- when the maximum falling speed is reached (maxFallingTime)
- when the jump speed reach 0 (jumpEndTime)
Depending on the when the maximum falling speed is reached, there can be 3 piece-wise functions:
- after the jump end
- sustain case
- common case
- free fall case
- gliding case
- before the jump end and after the sustaining
- sustain case
- common case
- max falling case
- gliding case
- during the sustaining
- sustain case
- affine case
- max falling case
- gliding case
[![Jump cases](./diagrams/JumpCases.png)](./diagrams/JumpCases.svgz)
#### SageMath model
The following model is written for [SageMath](https://www.sagemath.org/), an open-source mathematics software system.
```Python
# First define the jump and falling functions #
currentFallingSpeed(t, gravity) = gravity * t
fallingX(t, gravity) = integral(currentFallingSpeed(t, gravity), t)
maxFallingTime(gravity, maxFallingSpeed) = solve([currentFallingSpeed(t, gravity)==maxFallingSpeed],t)[0].rhs()
fallEndedX(t, gravity) = fallingX(maxFallingTime(gravity, maxFallingSpeed), gravity) + maxFallingSpeed * (t - maxFallingTime(gravity, maxFallingSpeed))
currentJumpSpeed(t, gravity, jumpSpeed, jumpSustainTime) = -jumpSpeed + gravity * (t - jumpSustainTime)
sustainedX(t, jumpSpeed) = -jumpSpeed * t
jumpingX(t, gravity, jumpSpeed, jumpSustainTime) = sustainedX(jumpSustainTime, jumpSpeed) + integral(currentJumpSpeed(t, gravity, jumpSpeed, jumpSustainTime), t, jumpSustainTime, t)
jumpEndTime(gravity, jumpSpeed, jumpSustainTime) = jumpSustainTime + jumpSpeed / gravity
jumpEndedX(t, gravity, jumpSpeed, jumpSustainTime) = jumpingX(jumpEndTime(gravity, jumpSpeed, jumpSustainTime), gravity, jumpSpeed, jumpSustainTime)
# t < jumpSustainTime && t < maxFallingTime #
sustainCaseSpeed(t, gravity, jumpSpeed) = -jumpSpeed + currentFallingSpeed(t, gravity)
sustainCaseHeight(t, gravity, jumpSpeed) = sustainedX(t, jumpSpeed) + fallingX(t, gravity)
sustainCasePeakTime(gravity, jumpSpeed, jumpSustainTime) = solve([sustainCaseSpeed(t, gravity, jumpSpeed)==0], t)[0].rhs()
sustainCasePeakHeight(gravity, jumpSpeed, jumpSustainTime) = sustainCaseHeight(sustainCasePeakTime(gravity, jumpSpeed, jumpSustainTime), gravity, jumpSpeed, jumpSustainTime)
# jumpSustainTime < t && t < maxFallingTime && t < jumpEndTime #
commonCaseSpeed(t, gravity, jumpSpeed, jumpSustainTime) = currentJumpSpeed(t, gravity, jumpSpeed, jumpSustainTime) + currentFallingSpeed(t, gravity)
commonCaseHeight(t, gravity, jumpSpeed, jumpSustainTime) = jumpingX(t, gravity, jumpSpeed, jumpSustainTime) + fallingX(t, gravity)
commonCasePeakTime(gravity, jumpSpeed, jumpSustainTime) = solve([commonCaseSpeed(t, gravity, jumpSpeed, jumpSustainTime)==0], t)[0].rhs()
commonCasePeakHeight(gravity, jumpSpeed, jumpSustainTime) = commonCaseHeight(commonCasePeakTime(gravity, jumpSpeed, jumpSustainTime), gravity, jumpSpeed, jumpSustainTime)
# jumpSustainTime < t && maxFallingTime < t && t < jumpEndTime #
maxFallingCaseSpeed(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = currentJumpSpeed(t, gravity, jumpSpeed, jumpSustainTime) + maxFallingSpeed
maxFallingCaseHeight(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = jumpingX(t, gravity, jumpSpeed, jumpSustainTime) + fallEndedX(t, gravity)
maxFallingCasePeakTime(gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = solve([maxFallingCaseSpeed(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed)==0], t)[0].rhs()
maxFallingCasePeakHeight(gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = maxFallingCaseHeight(maxFallingCasePeakTime(gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed), gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed)
# maxFallingTime < t && t < jumpSustainTime #
# in this case the speed is constant (-jumpSpeed + maxFallingSpeed) there is no strict maximum. #
affineCaseSpeed(t, jumpSpeed, maxFallingSpeed) = -jumpSpeed + maxFallingSpeed
affineCaseHeight(t, gravity, jumpSpeed, maxFallingSpeed) = sustainedX(t, jumpSpeed) + fallEndedX(t, gravity)
# jumpEndTime < t && maxFallingTime < t #
# This is a strictly descending phase, the peak can't happen here #
glidingCaseSpeed(t, maxFallingSpeed) = maxFallingSpeed
glidingCaseHeight(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = jumpEndedX(t, gravity, jumpSpeed, jumpSustainTime) + fallEndedX(t, gravity)
# jumpEndTime < t && t < maxFallingTime #
# This is a strictly descending phase, the peak can't happen here #
freeFallCaseSpeed(t, gravity) = currentFallingSpeed(t, gravity)
freeFallCaseHeight(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = jumpEndedX(t, gravity, jumpSpeed, jumpSustainTime) + fallingX(t, gravity)
```
#### Find the initial jump speed for a given jump height
The great thing about quadratic functions is that it's easy to find solutions to a constraint. For instance, to find which initial jump speed to choose to jump a given height, the formula can be extracted like this:
```Python
var('givenHeight')
solve([sustainCasePeakHeight(gravity, jumpSpeed, jumpSustainTime)==givenHeight], jumpSpeed)[1].rhs()
solve([commonCasePeakHeight(gravity, jumpSpeed, jumpSustainTime)==givenHeight], jumpSpeed)[1].rhs()
solve([maxFallingCasePeakHeight(gravity, jumpSpeed, jumpSustainTime)==givenHeight], jumpSpeed)[1].rhs()
```
The program will have to determine which formula to use. As the initial jump speed is unknown, it's not possible to know where the peak will happen, but jump speed solutions of each formula can be used to check if the peak actually happens during the right interval of time.
```JavaScript
if (maxFallingSpeedReachedTime > jumpSustainTime) {
// common case
jumpSpeed = commonCaseJumpSpeed(jumpHeight);
peakTime = commonCasePeakTime(jumpSpeed);
if (peakTime < jumpSustainTime) {
// sustain case
jumpSpeed = sustainCaseJumpSpeed(jumpHeight);
}
else if (peakTime > maxFallingSpeedReachedTime) {
// max falling case
jumpSpeed = maxFallingCaseJumpSpeed(jumpHeight);
}
}
else {
// affine case can't have a maximum
// sustain case
jumpSpeed = sustainCaseJumpSpeed(jumpHeight);
peakTime = jumpSpeed / gravity;
if (peakTime > maxFallingSpeedReachedTime) {
// max falling case
jumpSpeed = maxFallingCaseJumpSpeed(jumpHeight);
}
}
```
#### Find the time for a given Y displacement
The same kind of logic from the previous section can be used to evaluate at which time a character will be at a given ordinate when going up or going down.
```Python
sustainCaseUpTime(y, gravity, jumpSpeed) = solve([sustainCaseHeight(t, gravity, jumpSpeed)==y], t)[0].rhs()
commonCaseUpTime(y, gravity, jumpSpeed, jumpSustainTime) = solve([height(t, gravity, jumpSpeed, jumpSustainTime)==y], t)[0].rhs()
maxFallingCaseCaseUpTime(y, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = solve([maxFallingCaseHeight(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed)==y], t)[0].rhs()
sustainCaseDownTime(y, gravity, jumpSpeed) = solve([sustainCaseHeight(t, gravity, jumpSpeed)==y], t)[1].rhs()
commonCaseDownTime(y, gravity, jumpSpeed, jumpSustainTime) = solve([height(t, gravity, jumpSpeed, jumpSustainTime)==y], t)[1].rhs()
maxFallingCaseCaseDownTime(y, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = solve([maxFallingCaseHeight(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed)==y], t)[1].rhs()
glidingCaseDownTime(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = solve([glidingCaseHeight(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed)==y], t)[0].rhs() # only one solution (it's affine) #
freeFallCaseDownTime(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed) = solve([freeFallCaseHeight(t, gravity, jumpSpeed, jumpSustainTime, maxFallingSpeed)==y], t)[1].rhs()
affineCaseTime(y, jumpSpeed, maxFallingSpeed) = solve([affineCaseHeight(t, jumpSpeed, maxFallingSpeed)==y], t)[0].rhs()
```
The root conditions are the 3 piece-wise functions described at the end of the [Polynomial piece-wise function](#polynomial-piece-wise-function) section.
Note that quadratic functions have a maximum or a minimum value which means there won't always be a solution. That's why there are "not a number" checks.
```JavaScript
if (maxFallingSpeedReachedTime > jumpEndTime) {
time = sustainCase(y);
if (time > jumpSustainTime || Number.isNaN(time)) {
time = commonCase(y);
if (time > jumpEndTime || Number.isNaN(time)) {
time = freeFallCase(y);
if (time > maxFallingSpeedReachedTime || Number.isNaN(time)) {
time = glidingCase(y);
}
}
}
}
else if (maxFallingSpeedReachedTime > jumpSustainTime) {
time = sustainCase(y);
if (time > jumpSustainTime || Number.isNaN(time)) {
time = commonCase(y);
if (time > maxFallingSpeedReachedTime || Number.isNaN(time)) {
time = maxFallingCase(y);
if (time > jumpEndTime || Number.isNaN(time)) {
time = glidingCase(y);
}
}
}
}
else {
time = sustainCase(y);
if (time > maxFallingSpeedReachedTime || Number.isNaN(time)) {
time = maxFallingSpeed >= jumpSpeed ? affineCase(y) : time = Number.MAX_VALUE;
if (time > jumpSustainTime || Number.isNaN(time)) {
time = maxFallingCase(y);
if (time > jumpEndTime || Number.isNaN(time)) {
time = glidingCase(y);
}
}
}
}
```
#### Plotting trajectories
This is the code used to plot the first graphic of the [Polynomial piece-wise function](#polynomial-piece-wise-function) section.
```Python
# The trajectory of the default jump settings
#
# gravity: 1000
# maxFallingSpeed: 700
# jumpSustainTime: 0.2
# jumpSpeed: 600
#
# n(maxFallingTime(1000, 700))
# 0.7
(
plot(-sustainCaseHeight(t, 1000, 600), 0, 0.8, ymin=0, color='grey')
+ plot(-commonCaseHeight(t, 1000, 600, 0.2), 0, 0.8, ymin=0, color='black')
+ plot(-maxFallingCaseHeight(t, 1000, 600, 0.2, 700), 0, 0.8, ymin=0, color='grey')
+ plot(-piecewise([
((0, 0.2), sustainCaseHeight(t, 1000, 600)),
((0.2, maxFallingTime(1000, 700)), commonCaseHeight(t, 1000, 600, 0.2)),
((maxFallingTime(1000, 700), 2), maxFallingCaseHeight(t, 1000, 600, 0.2, 700))
]), 0, 0.8, ymin=0, color='cyan')
)
```

View File

@@ -5,7 +5,7 @@ describe('gdjs.PlatformerObjectRuntimeBehavior Benchmark', function () {
const stepCount = 6000;
beforeEach(function () {
runtimeScene = makeTestRuntimeScene();
runtimeScene = makePlatformerTestRuntimeScene();
objects = new Array(duplicateCount);
for (let i = 0; i < duplicateCount; ++i) {

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@@ -24,29 +24,52 @@ namespace gdjs {
isCollidingAnyPlatform: false,
};
// To achieve pixel-perfect precision when positioning object on platform or
// handling collision with "walls", edges of the hitboxes must be ignored during
// collision checks, so that two overlapping edges are not considered as colliding.
// For example, if a character is 10px width and is at position (0, 0), it must not be
// considered as colliding with a platform which is at position (10, 0). Edges will
// still be overlapping (because character hitbox right edge is at X position 10 and
// platform hitbox left edge is also at X position 10).
// This parameter "_ignoreTouchingEdges" will be passed to all collision handling functions.
// Behavior configuration
/** To achieve pixel-perfect precision when positioning object on platform or
* handling collision with "walls", edges of the hitboxes must be ignored during
* collision checks, so that two overlapping edges are not considered as colliding.
*
* For example, if a character is 10px width and is at position (0, 0), it must not be
* considered as colliding with a platform which is at position (10, 0). Edges will
* still be overlapping (because character hitbox right edge is at X position 10 and
* platform hitbox left edge is also at X position 10).
*
* This parameter "_ignoreTouchingEdges" will be passed to all collision handling functions.
*/
_ignoreTouchingEdges: boolean = true;
_gravity: float;
_maxFallingSpeed: float;
_ladderClimbingSpeed: float;
private _acceleration: float;
private _deceleration: float;
private _maxSpeed: float;
private _slopeMaxAngle: float;
_slopeClimbingFactor: float = 1;
_gravity: float;
_maxFallingSpeed: float;
_jumpSpeed: float;
_jumpSustainTime: float;
_ladderClimbingSpeed: float;
_canGrabPlatforms: boolean;
_canGrabWithoutMoving: boolean;
private _yGrabOffset: any;
private _xGrabTolerance: any;
_jumpSustainTime: float;
_currentFallSpeed: float = 0;
_useLegacyTrajectory: boolean = true;
_canGoDownFromJumpthru: boolean = false;
// Behavior state
_currentSpeed: float = 0;
_requestedDeltaX: float = 0;
_requestedDeltaY: float = 0;
_lastDeltaY: float = 0;
_currentFallSpeed: float = 0;
_canJump: boolean = false;
_lastDirectionIsLeft: boolean = false;
private _ignoreDefaultControls: boolean;
private _leftKey: boolean = false;
@@ -58,6 +81,18 @@ namespace gdjs {
_releasePlatformKey: boolean = false;
_releaseLadderKey: boolean = false;
// This is useful for extensions that need to know
// which keys were pressed and doesn't know the mapping
// done by the scene events.
private _wasLeftKeyPressed: boolean = false;
private _wasRightKeyPressed: boolean = false;
private _wasLadderKeyPressed: boolean = false;
private _wasUpKeyPressed: boolean = false;
private _wasDownKeyPressed: boolean = false;
private _wasJumpKeyPressed: boolean = false;
private _wasReleasePlatformKeyPressed: boolean = false;
private _wasReleaseLadderKeyPressed: boolean = false;
private _state: State;
_falling: Falling;
_onFloor: OnFloor;
@@ -69,18 +104,11 @@ namespace gdjs {
_potentialCollidingObjects: Array<gdjs.PlatformRuntimeBehavior>;
/** Overlapped jump-thru platforms, updated with `_updateOverlappedJumpThru`. */
private _overlappedJumpThru: Array<gdjs.PlatformRuntimeBehavior>;
_overlappedJumpThru: Array<gdjs.PlatformRuntimeBehavior>;
private _hasReallyMoved: boolean = false;
private _manager: gdjs.PlatformObjectsManager;
private _slopeMaxAngle: float;
_slopeClimbingFactor: float = 1;
_requestedDeltaX: float = 0;
_requestedDeltaY: float = 0;
_lastDeltaY: float = 0;
constructor(
runtimeScene: gdjs.RuntimeScene,
behaviorData,
@@ -95,15 +123,19 @@ namespace gdjs {
this._maxSpeed = behaviorData.maxSpeed;
this._jumpSpeed = behaviorData.jumpSpeed;
this._canGrabPlatforms = behaviorData.canGrabPlatforms || false;
this._canGrabWithoutMoving = behaviorData.canGrabWithoutMoving;
this._yGrabOffset = behaviorData.yGrabOffset || 0;
this._xGrabTolerance = behaviorData.xGrabTolerance || 10;
this._jumpSustainTime = behaviorData.jumpSustainTime || 0;
this._ignoreDefaultControls = behaviorData.ignoreDefaultControls;
this._potentialCollidingObjects = [];
this._overlappedJumpThru = [];
this._useLegacyTrajectory = behaviorData.useLegacyTrajectory;
this._canGoDownFromJumpthru = behaviorData.canGoDownFromJumpthru;
this._slopeMaxAngle = 0;
this.setSlopeMaxAngle(behaviorData.slopeMaxAngle);
this._potentialCollidingObjects = [];
this._overlappedJumpThru = [];
this._manager = gdjs.PlatformObjectsManager.getManager(runtimeScene);
this._falling = new Falling(this);
@@ -138,6 +170,12 @@ namespace gdjs {
) {
this.setCanGrabPlatforms(newBehaviorData.canGrabPlatforms);
}
if (
oldBehaviorData.canGrabWithoutMoving !==
newBehaviorData.canGrabWithoutMoving
) {
this._canGrabWithoutMoving = newBehaviorData.canGrabWithoutMoving;
}
if (oldBehaviorData.yGrabOffset !== newBehaviorData.yGrabOffset) {
this._yGrabOffset = newBehaviorData.yGrabOffset;
}
@@ -147,6 +185,18 @@ namespace gdjs {
if (oldBehaviorData.jumpSustainTime !== newBehaviorData.jumpSustainTime) {
this.setJumpSustainTime(newBehaviorData.jumpSustainTime);
}
if (
oldBehaviorData.useLegacyTrajectory !==
newBehaviorData.useLegacyTrajectory
) {
this._useLegacyTrajectory = newBehaviorData.useLegacyTrajectory;
}
if (
oldBehaviorData.canGoDownFromJumpthru !==
newBehaviorData.canGoDownFromJumpthru
) {
this._canGoDownFromJumpthru = newBehaviorData.canGoDownFromJumpthru;
}
return true;
}
@@ -197,6 +247,10 @@ namespace gdjs {
this._requestedDeltaX += this._updateSpeed(timeDelta);
if (this._leftKey !== this._rightKey) {
this._lastDirectionIsLeft = this._leftKey;
}
//0.2) Track changes in object size
this._state.beforeUpdatingObstacles(timeDelta);
this._onFloor._oldHeight = object.getHeight();
@@ -235,15 +289,23 @@ namespace gdjs {
this._checkTransitionOnFloorOrFalling();
}
this._wasLeftKeyPressed = this._leftKey;
this._wasRightKeyPressed = this._rightKey;
this._wasLadderKeyPressed = this._ladderKey;
this._wasUpKeyPressed = this._upKey;
this._wasDownKeyPressed = this._downKey;
this._wasJumpKeyPressed = this._jumpKey;
this._wasReleasePlatformKeyPressed = this._releasePlatformKey;
this._wasReleaseLadderKeyPressed = this._releaseLadderKey;
//4) Do not forget to reset pressed keys
this._leftKey = false;
this._rightKey = false;
this._ladderKey = false;
this._releaseLadderKey = false;
this._upKey = false;
this._downKey = false;
this._releasePlatformKey = false;
this._jumpKey = false;
this._releasePlatformKey = false;
this._releaseLadderKey = false;
//5) Track the movement
this._hasReallyMoved =
@@ -255,6 +317,7 @@ namespace gdjs {
doStepPostEvents(runtimeScene: gdjs.RuntimeScene) {}
private _updateSpeed(timeDelta: float): float {
const previousSpeed = this._currentSpeed;
//Change the speed according to the player's input.
// @ts-ignore
if (this._leftKey) {
@@ -284,7 +347,8 @@ namespace gdjs {
if (this._currentSpeed < -this._maxSpeed) {
this._currentSpeed = -this._maxSpeed;
}
return this._currentSpeed * timeDelta;
// Use Verlet integration.
return ((this._currentSpeed + previousSpeed) * timeDelta) / 2;
}
/**
@@ -407,11 +471,12 @@ namespace gdjs {
_setFalling() {
this._state.leave();
const from = this._state;
this._state = this._falling;
this._falling.enter();
this._falling.enter(from);
}
_setOnFloor(collidingPlatform: PlatformRuntimeBehavior) {
_setOnFloor(collidingPlatform: gdjs.PlatformRuntimeBehavior) {
this._state.leave();
this._state = this._onFloor;
this._onFloor.enter(collidingPlatform);
@@ -424,7 +489,9 @@ namespace gdjs {
this._jumping.enter(from);
}
private _setGrabbingPlatform(grabbedPlatform: PlatformRuntimeBehavior) {
private _setGrabbingPlatform(
grabbedPlatform: gdjs.PlatformRuntimeBehavior
) {
this._state.leave();
this._state = this._grabbingPlatform;
this._grabbingPlatform.enter(grabbedPlatform);
@@ -454,11 +521,12 @@ namespace gdjs {
let oldX = object.getX();
object.setX(
object.getX() +
(this._requestedDeltaX > 0
? this._xGrabTolerance
: -this._xGrabTolerance)
(this._requestedDeltaX < 0 ||
(this._requestedDeltaX === 0 && this._lastDirectionIsLeft)
? -this._xGrabTolerance
: this._xGrabTolerance)
);
const collidingPlatforms: PlatformRuntimeBehavior[] = gdjs.staticArray(
const collidingPlatforms: gdjs.PlatformRuntimeBehavior[] = gdjs.staticArray(
PlatformerObjectRuntimeBehavior.prototype._checkGrabPlatform
);
collidingPlatforms.length = 0;
@@ -528,15 +596,18 @@ namespace gdjs {
}
_fall(timeDelta: float) {
const previousFallSpeed = this._currentFallSpeed;
this._currentFallSpeed += this._gravity * timeDelta;
if (this._currentFallSpeed > this._maxFallingSpeed) {
this._currentFallSpeed = this._maxFallingSpeed;
}
this._requestedDeltaY += this._currentFallSpeed * timeDelta;
this._requestedDeltaY = Math.min(
this._requestedDeltaY,
this._maxFallingSpeed * timeDelta
);
if (this._useLegacyTrajectory) {
this._requestedDeltaY += this._currentFallSpeed * timeDelta;
} else {
// Use Verlet integration.
this._requestedDeltaY +=
((this._currentFallSpeed + previousFallSpeed) / 2) * timeDelta;
}
}
//Scene change is not supported
@@ -558,10 +629,13 @@ namespace gdjs {
const y1 = this.owner.getY() + this._yGrabOffset - this._lastDeltaY;
const y2 = this.owner.getY() + this._yGrabOffset;
const platformY = platform.owner.getY() + platform.getYGrabOffset();
// This must be inclusive for at least one position.
// Otherwise, if the character is at the exact position,
// it could not be able to grab the platform at any frame.
return (
platform.canBeGrabbed() &&
((y1 < platformY && platformY < y2) ||
(y2 < platformY && platformY < y1))
((y1 < platformY && platformY <= y2) ||
(y2 <= platformY && platformY < y1))
);
}
@@ -770,7 +844,12 @@ namespace gdjs {
return context;
}
for (const hitbox of platformObject.getHitBoxes()) {
for (const hitbox of platformObject.getHitBoxesAround(
context.ownerMinX,
context.headMinY,
context.ownerMaxX,
context.floorMaxY
)) {
if (hitbox.vertices.length < 3) {
continue;
}
@@ -960,8 +1039,10 @@ namespace gdjs {
* Update _potentialCollidingObjects member with platforms near the object.
*/
private _updatePotentialCollidingObjects(maxMovementLength: float) {
const object = this.owner;
this._manager.getAllPlatformsAround(
this.owner,
object,
maxMovementLength,
this._potentialCollidingObjects
);
@@ -970,7 +1051,7 @@ namespace gdjs {
// is not considered as colliding with itself, in the case that it also has the
// platform behavior.
for (let i = 0; i < this._potentialCollidingObjects.length; ) {
if (this._potentialCollidingObjects[i].owner === this.owner) {
if (this._potentialCollidingObjects[i].owner === object) {
this._potentialCollidingObjects.splice(i, 1);
} else {
i++;
@@ -1002,6 +1083,38 @@ namespace gdjs {
}
}
/**.
* @param input The control to be tested [Left,Right,Up,Down,Ladder,Jump,Release,Release Ladder].
* @returns true if the key was used since the last `doStepPreEvents` call.
*/
isUsingControl(input: string): boolean {
if (input === 'Left') {
return this._wasLeftKeyPressed;
}
if (input === 'Right') {
return this._wasRightKeyPressed;
}
if (input === 'Up') {
return this._wasUpKeyPressed;
}
if (input === 'Down') {
return this._wasDownKeyPressed;
}
if (input === 'Ladder') {
return this._wasLadderKeyPressed;
}
if (input === 'Jump') {
return this._wasJumpKeyPressed;
}
if (input === 'Release') {
return this._wasReleasePlatformKeyPressed;
}
if (input === 'Release Ladder') {
return this._wasReleaseLadderKeyPressed;
}
return false;
}
/**
* Get the gravity of the Platformer Object.
* @returns The current gravity.
@@ -1082,6 +1195,18 @@ namespace gdjs {
return this._currentSpeed;
}
/**
* Set the current speed of the Platformer Object.
* @param currentSpeed The current speed.
*/
setCurrentSpeed(currentSpeed: float): void {
this._currentSpeed = gdjs.evtTools.common.clamp(
currentSpeed,
-this._maxSpeed,
this._maxSpeed
);
}
/**
* Get the current jump speed of the Platformer Object.
* @returns The current jump speed.
@@ -1117,8 +1242,26 @@ namespace gdjs {
/**
* Set the maximum falling speed of the Platformer Object.
* @param maxFallingSpeed The maximum falling speed.
* @param tryToPreserveAirSpeed If true and if jumping, tune the current jump speed to preserve the overall speed in the air.
*/
setMaxFallingSpeed(maxFallingSpeed: float): void {
setMaxFallingSpeed(
maxFallingSpeed: float,
tryToPreserveAirSpeed: boolean = false
): void {
if (tryToPreserveAirSpeed && this._state === this._jumping) {
// If the falling speed is too high compared to the new max falling speed,
// reduce it and adapt the jump speed to preserve the overall vertical speed.
const fallingSpeedOverflow = this._currentFallSpeed - maxFallingSpeed;
if (fallingSpeedOverflow > 0) {
this._currentFallSpeed -= fallingSpeedOverflow;
this._jumping.setCurrentJumpSpeed(
Math.max(
0,
this._jumping.getCurrentJumpSpeed() - fallingSpeedOverflow
)
);
}
}
this._maxFallingSpeed = maxFallingSpeed;
}
@@ -1215,6 +1358,33 @@ namespace gdjs {
}
}
/**
* Abort the current jump.
*
* When the character is not in the jumping state this method has no effect.
*/
abortJump(): void {
if (this._state === this._jumping) {
this._currentFallSpeed = 0;
this._setFalling();
}
}
/**
* Set the current fall speed.
*
* When the character is not in the falling state this method has no effect.
*/
setCurrentFallSpeed(currentFallSpeed: float) {
if (this._state === this._falling) {
this._currentFallSpeed = gdjs.evtTools.common.clamp(
currentFallSpeed,
0,
this._maxFallingSpeed
);
}
}
/**
* Set if the Platformer Object can grab platforms.
* @param enable Enable / Disable grabbing of platforms.
@@ -1420,7 +1590,7 @@ namespace gdjs {
*/
class OnFloor implements State {
private _behavior: PlatformerObjectRuntimeBehavior;
private _floorPlatform: PlatformRuntimeBehavior | null = null;
private _floorPlatform: gdjs.PlatformRuntimeBehavior | null = null;
private _floorLastX: float = 0;
private _floorLastY: float = 0;
_oldHeight: float = 0;
@@ -1433,7 +1603,7 @@ namespace gdjs {
return this._floorPlatform;
}
enter(floorPlatform: PlatformRuntimeBehavior) {
enter(floorPlatform: gdjs.PlatformRuntimeBehavior) {
this._floorPlatform = floorPlatform;
this.updateFloorPosition();
this._behavior._canJump = true;
@@ -1490,7 +1660,7 @@ namespace gdjs {
checkTransitionBeforeX() {
const behavior = this._behavior;
//Check that the floor object still exists and is near the object.
// Check that the floor object still exists and is near the object.
if (
!behavior._isIn(
behavior._potentialCollidingObjects,
@@ -1498,6 +1668,14 @@ namespace gdjs {
)
) {
behavior._setFalling();
} else if (
this._behavior._downKey &&
this._floorPlatform!._platformType ===
gdjs.PlatformRuntimeBehavior.JUMPTHRU &&
behavior._canGoDownFromJumpthru
) {
behavior._overlappedJumpThru.push(this._floorPlatform!);
behavior._setFalling();
}
}
@@ -1687,8 +1865,17 @@ namespace gdjs {
this._behavior = behavior;
}
enter() {
this._behavior._canJump = false;
enter(from: State) {
// Only forbid jumping when starting to fall from a platform,
// not when falling during a jump. This is because the Jumping
// state has already set `_canJump` to false and we don't want to reset
// it again because it could have been set back to `true` to allow
// for an "air jump".
// Transition from Falling to Falling state should not happen,
// but don't change anything if this ever happen.
if (from !== this._behavior._jumping && from !== this) {
this._behavior._canJump = false;
}
}
leave() {}
@@ -1701,13 +1888,16 @@ namespace gdjs {
checkTransitionBeforeY(timeDelta: float) {
const behavior = this._behavior;
//Go on a ladder
// Go on a ladder
behavior._checkTransitionOnLadder();
//Jumping
// Jumping
behavior._checkTransitionJumping();
//Grabbing a platform
if (behavior._canGrabPlatforms && behavior._requestedDeltaX !== 0) {
// Grabbing a platform
if (
behavior._canGrabPlatforms &&
(behavior._requestedDeltaX !== 0 || behavior._canGrabWithoutMoving)
) {
behavior._checkGrabPlatform();
}
}
@@ -1741,6 +1931,10 @@ namespace gdjs {
return this._currentJumpSpeed;
}
setCurrentJumpSpeed(currentJumpSpeed: number) {
this._currentJumpSpeed = currentJumpSpeed;
}
enter(from: State) {
const behavior = this._behavior;
this._timeSinceCurrentJumpStart = 0;
@@ -1767,15 +1961,15 @@ namespace gdjs {
checkTransitionBeforeY(timeDelta: float) {
const behavior = this._behavior;
//Go on a ladder
// Go on a ladder
behavior._checkTransitionOnLadder();
//Jumping
// Jumping
behavior._checkTransitionJumping();
//Grabbing a platform
// Grabbing a platform
if (
behavior._canGrabPlatforms &&
behavior._requestedDeltaX !== 0 &&
(behavior._requestedDeltaX !== 0 || behavior._canGrabWithoutMoving) &&
behavior._lastDeltaY >= 0
) {
behavior._checkGrabPlatform();
@@ -1785,20 +1979,14 @@ namespace gdjs {
beforeMovingY(timeDelta: float, oldX: float) {
const behavior = this._behavior;
//Fall
if (!this._jumpingFirstDelta) {
behavior._fall(timeDelta);
}
this._jumpingFirstDelta = false;
// Check if the jump key is continuously held since
// the beginning of the jump.
if (!behavior._jumpKey) {
this._jumpKeyHeldSinceJumpStart = false;
}
this._timeSinceCurrentJumpStart += timeDelta;
behavior._requestedDeltaY -= this._currentJumpSpeed * timeDelta;
const previousJumpSpeed = this._currentJumpSpeed;
// Decrease jump speed after the (optional) jump sustain time is over.
const sustainJumpSpeed =
this._jumpKeyHeldSinceJumpStart &&
@@ -1806,6 +1994,27 @@ namespace gdjs {
if (!sustainJumpSpeed) {
this._currentJumpSpeed -= behavior._gravity * timeDelta;
}
if (this._behavior._useLegacyTrajectory) {
behavior._requestedDeltaY -= previousJumpSpeed * timeDelta;
// Fall
// The condition is a legacy thing.
// There is no actual reason not to fall at 1st frame.
// Before a refactoring, it used to not be this obvious.
if (!this._jumpingFirstDelta) {
behavior._fall(timeDelta);
}
} else {
// Use Verlet integration.
behavior._requestedDeltaY +=
((-previousJumpSpeed - this._currentJumpSpeed) / 2) * timeDelta;
// Fall
behavior._fall(timeDelta);
}
this._jumpingFirstDelta = false;
if (this._currentJumpSpeed < 0) {
behavior._setFalling();
}
@@ -1829,7 +2038,7 @@ namespace gdjs {
this._behavior = behavior;
}
enter(grabbedPlatform: PlatformRuntimeBehavior) {
enter(grabbedPlatform: gdjs.PlatformRuntimeBehavior) {
this._grabbedPlatform = grabbedPlatform;
this._behavior._canJump = true;
this._behavior._currentFallSpeed = 0;

View File

@@ -4,6 +4,7 @@ Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
*/
namespace gdjs {
declare var rbush: any;
type SearchArea = { minX: float; minY: float; maxX: float; maxY: float };
/**
* Manages the common objects shared by objects having a
@@ -18,12 +19,7 @@ namespace gdjs {
* @param object The object
*/
constructor(runtimeScene: gdjs.RuntimeScene) {
this._platformRBush = new rbush(9, [
'.owner.getAABB().min[0]',
'.owner.getAABB().min[1]',
'.owner.getAABB().max[0]',
'.owner.getAABB().max[1]',
]);
this._platformRBush = new rbush();
}
/**
@@ -46,7 +42,13 @@ namespace gdjs {
* Add a platform to the list of existing platforms.
*/
addPlatform(platformBehavior: gdjs.PlatformRuntimeBehavior) {
this._platformRBush.insert(platformBehavior);
if (platformBehavior.currentRBushAABB)
platformBehavior.currentRBushAABB.updateAABBFromOwner();
else
platformBehavior.currentRBushAABB = new gdjs.BehaviorRBushAABB(
platformBehavior
);
this._platformRBush.insert(platformBehavior.currentRBushAABB);
}
/**
@@ -54,7 +56,7 @@ namespace gdjs {
* added before.
*/
removePlatform(platformBehavior: gdjs.PlatformRuntimeBehavior) {
this._platformRBush.remove(platformBehavior);
this._platformRBush.remove(platformBehavior.currentRBushAABB);
}
/**
@@ -65,7 +67,7 @@ namespace gdjs {
getAllPlatformsAround(
object: gdjs.RuntimeObject,
maxMovementLength: number,
result: gdjs.PlatformRuntimeBehavior[]
result: PlatformRuntimeBehavior[]
): any {
// TODO: This would better be done using the object AABB (getAABB), as (`getCenterX`;`getCenterY`) point
// is not necessarily in the middle of the object (for sprites for example).
@@ -73,20 +75,37 @@ namespace gdjs {
const oh = object.getHeight();
const x = object.getDrawableX() + object.getCenterX();
const y = object.getDrawableY() + object.getCenterY();
const searchArea = gdjs.staticObject(
const searchArea: SearchArea = gdjs.staticObject(
PlatformObjectsManager.prototype.getAllPlatformsAround
);
// @ts-ignore
) as SearchArea;
searchArea.minX = x - ow / 2 - maxMovementLength;
// @ts-ignore
searchArea.minY = y - oh / 2 - maxMovementLength;
// @ts-ignore
searchArea.maxX = x + ow / 2 + maxMovementLength;
// @ts-ignore
searchArea.maxY = y + oh / 2 + maxMovementLength;
const nearbyPlatforms = this._platformRBush.search(searchArea);
const nearbyPlatforms: gdjs.BehaviorRBushAABB<
PlatformRuntimeBehavior
>[] = this._platformRBush.search(searchArea);
result.length = 0;
result.push.apply(result, nearbyPlatforms);
// Extra check on the platform owner AABB
// TODO: PR https://github.com/4ian/GDevelop/pull/2602 should remove the need
// for this extra check once merged.
for (let i = 0; i < nearbyPlatforms.length; i++) {
const platform = nearbyPlatforms[i].behavior;
const platformAABB = platform.owner.getAABB();
const platformIsStillAround =
platformAABB.min[0] <= searchArea.maxX &&
platformAABB.min[1] <= searchArea.maxY &&
platformAABB.max[0] >= searchArea.minX &&
platformAABB.max[1] >= searchArea.minY;
// Filter platforms that are not in the searched area anymore.
// This can happen because platforms are not updated in the RBush before that
// characters movement are being processed.
if (platformIsStillAround) {
result.push(platform);
}
}
}
}
@@ -105,6 +124,10 @@ namespace gdjs {
_oldY: float = 0;
_oldWidth: float = 0;
_oldHeight: float = 0;
_oldAngle: float = 0;
currentRBushAABB: gdjs.BehaviorRBushAABB<
PlatformRuntimeBehavior
> | null = null;
_manager: gdjs.PlatformObjectsManager;
_registeredInManager: boolean = false;
@@ -173,7 +196,8 @@ namespace gdjs {
this._oldX !== this.owner.getX() ||
this._oldY !== this.owner.getY() ||
this._oldWidth !== this.owner.getWidth() ||
this._oldHeight !== this.owner.getHeight()
this._oldHeight !== this.owner.getHeight() ||
this._oldAngle !== this.owner.getAngle()
) {
if (this._registeredInManager) {
this._manager.removePlatform(this);
@@ -183,6 +207,7 @@ namespace gdjs {
this._oldY = this.owner.getY();
this._oldWidth = this.owner.getWidth();
this._oldHeight = this.owner.getHeight();
this._oldAngle = this.owner.getAngle();
}
}

View File

@@ -0,0 +1,783 @@
describe('gdjs.PlatformerObjectRuntimeBehavior', function () {
const epsilon = 1 / (2 << 16);
[0, 60].forEach((slopeMaxAngle) => {
describe(`(walk on flat floors, slopeMaxAngle: ${slopeMaxAngle}°)`, function () {
let runtimeScene;
let object;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object on a platform
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 1500,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 900,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: slopeMaxAngle,
jumpSustainTime: 0.2,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
});
const fall = (frameCount) => {
for (let i = 0; i < frameCount; ++i) {
const lastY = object.getY();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
true
);
expect(object.getBehavior('auto1').isMoving()).to.be(true);
expect(object.getY()).to.be.above(lastY);
}
};
const walkRight = (frameCount) => {
const behavior = object.getBehavior('auto1');
for (let i = 0; i < frameCount; ++i) {
const lastX = object.getX();
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(behavior.isOnFloor()).to.be(true);
expect(object.getX()).to.be.above(lastX);
// Check that the object doesn't stop
expect(behavior.getCurrentSpeed()).to.be.above(lastSpeed);
}
};
const fallOnPlatform = (maxFrameCount) => {
// Ensure the object falls on the platform
for (let i = 0; i < maxFrameCount; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
//Check the object is on the platform
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
};
const slopesDimensions = {
26: { width: 50, height: 25 },
45: { width: 50, height: 50 },
};
it('can walk from a platform to another one', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
const platform2 = addPlatformObject(runtimeScene);
platform2.setPosition(
platform.getX() + platform.getWidth(),
platform.getY()
);
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(platform2.getX());
expect(object.getY()).to.be(platform2.getY() - object.getHeight());
});
it('can walk from a platform to a jump through', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
const jumpThroughPlatform = addJumpThroughPlatformObject(runtimeScene);
jumpThroughPlatform.setPosition(
platform.getX() + platform.getWidth(),
platform.getY()
);
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(jumpThroughPlatform.getX());
expect(object.getY()).to.be(
jumpThroughPlatform.getY() - object.getHeight()
);
});
it('can walk on a platform and go through a jump through', function () {
// Jumpthru that are ignored had a side effects on the search context.
// It made jumpthru appear solid when a platform was tested after them.
// Add the jumptru 1st to make RBrush gives it 1st.
// There is no causality but it does in the current implementation.
const jumpThroughPlatform = addJumpThroughPlatformObject(runtimeScene);
jumpThroughPlatform.setPosition(30, -15);
jumpThroughPlatform.setCustomWidthAndHeight(60, 10);
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
object.setPosition(10, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// Walk from the 1st platform to the 2nd one.
walkRight(20);
expect(object.getX()).to.be.above(jumpThroughPlatform.getX());
expect(object.getY()).to.be(platform.getY() - object.getHeight());
});
it('can walk from a platform to another one that not aligned', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
const platform2 = addPlatformObject(runtimeScene);
platform2.setPosition(
platform.getX() + platform.getWidth(),
// the 2nd platform is 1 pixel higher
platform.getY() - 1
);
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(platform2.getX());
expect(object.getY()).to.be(platform2.getY() - object.getHeight());
});
it('can walk from a platform to another one with a speed under 1 pixel/second', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
const platform2 = addPlatformObject(runtimeScene);
platform2.setPosition(
platform.getX() + platform.getWidth(),
// The 2nd platform is 1 pixels higher.
platform.getY() - 1
);
// Put the object just to the left of platform2 so that
// it try climbing on it with a very small speed.
object.setPosition(platform2.getX() - object.getWidth(), -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(platform2.getX());
expect(object.getY()).to.be(platform2.getY() - object.getHeight());
});
it("can't walk from a platform to another one that is a bit too high", function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
const platform2 = addPlatformObject(runtimeScene);
platform2.setPosition(
platform.getX() + platform.getWidth(),
// The 2nd platform is 2 pixels higher.
platform.getY() - 2
);
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// walk right
for (let i = 0; i < 20; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
}
// is blocked by the 2nd platform
expect(object.getX()).to.be(platform2.getX() - object.getWidth());
expect(object.getY()).to.be(platform.getY() - object.getHeight());
});
it('can walk on a platform and be blocked by a wall', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
// the 2nd platform is 2 pixels higher
const platform2 = addPlatformObject(runtimeScene);
platform2.setPosition(
platform.getX() + platform.getWidth(),
// The platform's top is over the object
// and platform's bottom is under the object.
platform.getY() - platform2.getHeight() + 5
);
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// walk right
for (let i = 0; i < 20; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
}
// is blocked by the 2nd platform
expect(object.getX()).to.be(platform2.getX() - object.getWidth());
expect(object.getY()).to.be(platform.getY() - object.getHeight());
});
it('can walk from a platform and fell through a jump through that is at the right but 1 pixel higher', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
const jumpThroughPlatform = addJumpThroughPlatformObject(runtimeScene);
jumpThroughPlatform.setPosition(
platform.getX() + platform.getWidth(),
// Even 1 pixel is too high to follow a jump through
// because it's like it's gone through its right or left side.
platform.getY() - 1
);
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// Walk right
for (let i = 0; i < 20; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
}
// Fall under the jump through platform
for (let i = 0; i < 11; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
}
expect(object.getY()).to.be.above(platform.getY());
});
it('can walk inside a tunnel platform', function () {
// Put a platform.
const platform = addTunnelPlatformObject(runtimeScene);
platform.setPosition(0, 0);
object.setPosition(0, 160);
// The object falls on the bottom part of the platform
fallOnPlatform(10);
expect(object.getY()).to.be(200 - object.getHeight());
// The object walk on the bottom part of the platform.
walkRight(30);
expect(object.getX()).to.be.above(60);
expect(object.getY()).to.be(200 - object.getHeight());
});
});
});
[
// less than 1 pixel per frame (50/60)
50,
// a commonly used value
1500,
].forEach((maxFallingSpeed) => {
describe(`(on floor, maxFallingSpeed=${
maxFallingSpeed / 60
} pixels per frame)`, function () {
let runtimeScene;
let object;
let platform;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object in the air.
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 900,
maxFallingSpeed: maxFallingSpeed,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 1500,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
object.setPosition(0, -100);
// Put a platform.
platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
});
// TODO The character falls one frame then land instead of staying on the platform.
it.skip('must not move when on the floor at startup', function () {
object.setPosition(0, platform.getY() - object.getHeight());
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
// Check the platformer object stays still.
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
false
);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
}
});
it('must not move when put on a platform while falling', function () {
object.setPosition(0, platform.getY() - object.getHeight() - 300);
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
true
);
}
object.setPosition(0, platform.getY() - object.getHeight());
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
// Check the platformer object stays still.
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
false
);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
}
});
it('can track object height changes', function () {
// Put the character near the right ledge of the platform.
object.setPosition(
platform.getX() + 10,
platform.getY() - object.getHeight() + 1
);
for (let i = 0; i < 15; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
false
);
expect(object.getX()).to.be(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// Make the platform under the character feet smaller.
object.setCustomWidthAndHeight(object.getWidth(), 9);
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
false
);
// The character follows it.
expect(object.getY()).to.be(-19); // -19 = -10 (platform y) + -9 (object height)
// The character walks on the platform.
for (let i = 0; i < 10; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
false
);
}
expect(object.getY()).to.be(-19);
expect(object.getX()).to.be.above(16);
// Make the platform under the character feet bigger.
object.setCustomWidthAndHeight(object.getWidth(), 20);
runtimeScene.renderAndStep(1000 / 60);
// The character follows it.
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
});
it('can track platform angle changes', function () {
// The initial pltaforms AABB are put in RBush.
runtimeScene.renderAndStep(1000 / 60);
// Now change the angle to check that the AABB is updated in RBush.
platform.setAngle(90);
// Put the character above the rotated platform.
object.setPosition(
platform.getX() + platform.getWidth() / 2,
platform.getY() +
(platform.getHeight() - platform.getWidth()) / 2 -
object.getHeight() -
10
);
for (let i = 0; i < 15; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// The character should land on it.
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
false
);
expect(object.getX()).to.be(30);
expect(object.getY()).to.be(-44);
});
});
});
describe(`(walk on flat floors with custom hitbox)`, function () {
let runtimeScene;
let object;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object on a platform
object = new gdjs.TestSpriteRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 1500,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 900,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
jumpSustainTime: 0.2,
},
],
effects: [],
animations: [
{
name: 'animation',
directions: [
{
sprites: [
{
originPoint: { x: 25, y: 25 },
centerPoint: { x: 50, y: 50 },
points: [
{ name: 'Center', x: 0, y: 0 },
{ name: 'Origin', x: 50, y: 50 },
],
hasCustomCollisionMask: true,
customCollisionMask: [
[
{ x: 25, y: 25 },
{ x: 75, y: 25 },
{ x: 75, y: 75 },
{ x: 25, y: 75 },
],
],
},
],
},
],
},
],
});
object.setUnscaledWidthAndHeight(100, 100);
object.setCustomWidthAndHeight(20, 40);
runtimeScene.addObject(object);
});
// The actual hitbox is 10x20.
const objectWidth = 10;
const objectHeight = 20;
const fall = (frameCount) => {
for (let i = 0; i < frameCount; ++i) {
const lastY = object.getY();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
true
);
expect(object.getBehavior('auto1').isMoving()).to.be(true);
expect(object.getY()).to.be.above(lastY);
}
};
const walkRight = (frameCount) => {
const behavior = object.getBehavior('auto1');
for (let i = 0; i < frameCount; ++i) {
const lastX = object.getX();
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(behavior.isOnFloor()).to.be(true);
expect(object.getX()).to.be.above(lastX);
// Check that the object doesn't stop
expect(behavior.getCurrentSpeed()).to.be.above(lastSpeed);
}
};
const fallOnPlatform = (maxFrameCount) => {
// Ensure the object falls on the platform
for (let i = 0; i < maxFrameCount; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
//Check the object is on the platform
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
};
it('can walk on a platform and be blocked by a wall', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
// the 2nd platform is 2 pixels higher
const wall = addPlatformObject(runtimeScene);
wall.setPosition(
platform.getX() + platform.getWidth(),
// The platform is top is over the object
// and platform is bottom is under the object.
platform.getY() - wall.getHeight() + 5
);
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// walk right
for (let i = 0; i < 25; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
}
// is blocked by the wall
expect(object.getX()).to.be(wall.getX() - objectWidth);
expect(object.getY()).to.be(platform.getY() - objectHeight);
});
});
describe('Floating-point error mitigations', function () {
it('Specific coordinates with slopeMaxAngle=0 creating Y oscillations and drift on a moving floor', function () {
const runtimeScene = makePlatformerTestRuntimeScene();
// Create a Sprite object that has the origin at a specific position (see below)
// and that has a slope max angle of 0 (so it can't climb on a floor even if it's a bit higher
// than the bottom of the object).
const object = new gdjs.TestSpriteRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 1300,
maxFallingSpeed: 1000,
acceleration: 500,
deceleration: 1500,
maxSpeed: 280,
jumpSpeed: 750,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 0,
jumpSustainTime: 0.2,
},
],
effects: [],
animations: [
{
name: 'animation',
directions: [
{
sprites: [
{
originPoint: { x: 5, y: 19 },
centerPoint: { x: 5, y: 46 },
points: [
{ name: 'Center', x: 5, y: 46 },
{ name: 'Origin', x: 5, y: 19 },
],
hasCustomCollisionMask: false,
},
],
},
],
},
],
});
// Set the size of the object so that it results in a specific
// Y position for the bottom of the object AABB:
object.setUnscaledWidthAndHeight(10, 92);
object.setCustomWidthAndHeight(10, 66.0008);
// Origin Y is originally 19.
// After the scaling, it is now 19*66.0008/92=13.6306.
// Set the Y position so that the object falls at a Y position on the floor
// that would generate oscillations.
object.setPosition(0, 139.3118);
runtimeScene.addObject(object);
// Put a platform at a specific Y that can cause oscillations.
const platform = addJumpThroughPlatformObject(runtimeScene);
platform.setPosition(0, 193.000000000001);
// This means that the exact Y position the object should take is:
// platform Y - height + origin Y = 193.000000000001-66.0008+13.6306 = 140.6298
// Wait for the object to fall on the floor
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isOnFloor()).to.be(false);
// Ensure it is on the floor
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
// The Y position won't be exact because of floating point errors.
// expect(object.getY()).to.be(140.6298)
expect(object.getY()).to.be.within(140.6297999, 140.6298001);
// Move the platform by 6 pixels to the right.
platform.setX(platform.getX() + 1);
runtimeScene.renderAndStep(1000 / 60);
platform.setX(platform.getX() + 1);
runtimeScene.renderAndStep(1000 / 60);
platform.setX(platform.getX() + 1);
runtimeScene.renderAndStep(1000 / 60);
platform.setX(platform.getX() + 1);
runtimeScene.renderAndStep(1000 / 60);
platform.setX(platform.getX() + 1);
runtimeScene.renderAndStep(1000 / 60);
platform.setX(platform.getX() + 1);
runtimeScene.renderAndStep(1000 / 60);
// Ensure the object followed the platform on the X axis.
// If the floating point errors caused oscillations between two Y positions,
// it won't work because the object will get repositioned back to its old X position
// whenever the floor is considered "too high" for the object to reach.
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getY()).to.be.within(140.6297999, 140.6298001);
expect(object.getX()).to.be(6);
});
});
[20, 30, 60, 120].forEach((framesPerSecond) => {
describe(`(FPS independent trajectory: ${framesPerSecond} fps)`, function () {
let runtimeScene;
let object;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene(1000 / framesPerSecond);
// Put a platformer object on a platform
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 1500,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 900,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
jumpSustainTime: 0.2,
useLegacyTrajectory: false,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
});
const fallOnPlatform = (maxFrameCount) => {
// Ensure the object falls on the platform
for (let i = 0; i < maxFrameCount; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
//Check the object is on the platform
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
};
it('can walk', function () {
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
platform.setCustomWidthAndHeight(600, 32);
object.setPosition(0, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30);
// Accelerate
for (let i = 0; i < framesPerSecond; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
}
// Reached the maximum speed
expect(object.getX()).to.be.within(250 - epsilon, 250 + epsilon);
expect(object.getY()).to.be(platform.getY() - object.getHeight());
expect(object.getBehavior('auto1').getCurrentSpeed()).to.be.within(
500 - epsilon,
500 + epsilon
);
// Decelerate
for (let i = 0; i < framesPerSecond / 3; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// Stopped
expect(object.getX()).to.be.within(333, 334);
expect(object.getY()).to.be(platform.getY() - object.getHeight());
expect(object.getBehavior('auto1').getCurrentSpeed()).to.be(0);
});
});
});
});

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describe('gdjs.PlatformerObjectRuntimeBehavior', function () {
[true, false].forEach((canGrabWithoutMoving) => {
describe(`(grab platforms, canGrabWithoutMoving: ${canGrabWithoutMoving})`, function () {
let runtimeScene;
let object;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object in the air.
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 900,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 1500,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
canGrabWithoutMoving: canGrabWithoutMoving,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
object.setPosition(0, -100);
});
it('can grab and release the right ledge of a platform', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
runtimeScene.renderAndStep(1000 / 60);
// Put the character near the right ledge of the platform.
object.setPosition(
platform.getX() + platform.getWidth() + 2,
platform.getY() - 10
);
for (let i = 0; i < 10; ++i) {
object.getBehavior('auto1').simulateLeftKey();
runtimeScene.renderAndStep(1000 / 60);
}
// The character grabs the platform.
expect(object.getX()).to.be.within(
platform.getX() + platform.getWidth() + 0,
platform.getX() + platform.getWidth() + 1
);
expect(object.getY()).to.be(platform.getY());
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(true);
// The character releases the platform.
object.getBehavior('auto1').simulateReleasePlatformKey();
// The character falls.
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
true
);
}
expect(object.getY()).to.be.above(0);
});
it('can grab and release the left ledge of a platform', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
runtimeScene.renderAndStep(1000 / 60);
// Put the character near the right ledge of the platform.
object.setPosition(
platform.getX() - object.getWidth() - 2,
platform.getY() - 10
);
for (let i = 0; i < 10; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
}
// The character grabs the platform.
expect(object.getX()).to.be.within(
platform.getX() - object.getWidth() - 1,
platform.getX() - object.getWidth() - 0
);
expect(object.getY()).to.be(platform.getY());
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(true);
// The character releases the platform.
object.getBehavior('auto1').simulateReleasePlatformKey();
// The character falls.
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
true
);
}
expect(object.getY()).to.be.above(0);
});
[true, false].forEach((addTopPlatformFirst) => {
it('can grab every platform when colliding 2', function () {
// The 2 platforms will be simultaneously in collision
// with the object when it grabs one.
let upperPlatform, lowerPlatform;
if (addTopPlatformFirst) {
upperPlatform = addPlatformObject(runtimeScene);
upperPlatform.setPosition(0, -10);
upperPlatform.setCustomWidthAndHeight(60, 10);
lowerPlatform = addPlatformObject(runtimeScene);
lowerPlatform.setPosition(0, 0);
lowerPlatform.setCustomWidthAndHeight(60, 10);
} else {
lowerPlatform = addPlatformObject(runtimeScene);
lowerPlatform.setPosition(0, 0);
lowerPlatform.setCustomWidthAndHeight(60, 10);
upperPlatform = addPlatformObject(runtimeScene);
upperPlatform.setPosition(0, -10);
upperPlatform.setCustomWidthAndHeight(60, 10);
}
// Put the object near the right ledge of the platform.
object.setPosition(
upperPlatform.getX() + upperPlatform.getWidth() + 2,
upperPlatform.getY() - 10
);
runtimeScene.renderAndStep(1000 / 60);
for (let i = 0; i < 10; ++i) {
object.getBehavior('auto1').simulateLeftKey();
runtimeScene.renderAndStep(1000 / 60);
}
// Check that the object grabbed the upper platform
expect(object.getX()).to.be.within(
upperPlatform.getX() + upperPlatform.getWidth() + 0,
upperPlatform.getX() + upperPlatform.getWidth() + 1
);
expect(object.getY()).to.be(upperPlatform.getY());
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(true);
// Release upper platform
object.getBehavior('auto1').simulateReleasePlatformKey();
for (let i = 0; i < 10; ++i) {
object.getBehavior('auto1').simulateLeftKey();
runtimeScene.renderAndStep(1000 / 60);
}
// Check that the object grabbed the lower platform
expect(object.getX()).to.be.within(
lowerPlatform.getX() + lowerPlatform.getWidth() + 0,
lowerPlatform.getX() + lowerPlatform.getWidth() + 1
);
expect(object.getY()).to.be(lowerPlatform.getY());
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(true);
});
});
it('can grab a platform and jump', function () {
// Put a platform.
platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
runtimeScene.renderAndStep(1000 / 60);
//Put the object near the right ledge of the platform.
object.setPosition(
platform.getX() + platform.getWidth() + 2,
platform.getY() - 10
);
for (let i = 0; i < 10; ++i) {
object.getBehavior('auto1').simulateLeftKey();
runtimeScene.renderAndStep(1000 / 60);
}
//Check that the object grabbed the platform
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(true);
expect(object.getX()).to.be.within(
platform.getX() + platform.getWidth() + 0,
platform.getX() + platform.getWidth() + 1
);
expect(object.getY()).to.be(platform.getY());
object.getBehavior('auto1').simulateJumpKey();
//Check that the object is jumping
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isJumping()).to.be(true);
}
expect(object.getY()).to.be.below(platform.getY());
});
});
});
describe('(grab platforms, canGrabWithoutMoving: true)', function () {
let runtimeScene;
let object;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object in the air.
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 900,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 1500,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
canGrabWithoutMoving: true,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
object.setPosition(0, -100);
});
it('can grab without moving and release the right ledge of a platform', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
runtimeScene.renderAndStep(1000 / 60);
// Put the character near the right ledge of the platform.
object.setPosition(
platform.getX() + platform.getWidth() + 2,
platform.getY() - 10
);
// The character faces the platform
object.getBehavior('auto1').simulateLeftKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(false);
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// The character grabs the platform.
expect(object.getX()).to.be.within(
platform.getX() + platform.getWidth() + 0,
platform.getX() + platform.getWidth() + 2
);
expect(object.getY()).to.be(platform.getY());
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(true);
// The character releases the platform.
object.getBehavior('auto1').simulateReleasePlatformKey();
// The character falls.
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
true
);
}
expect(object.getY()).to.be.above(0);
});
it('can grab without moving and release the left ledge of a platform', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
runtimeScene.renderAndStep(1000 / 60);
// Put the character near the left ledge of the platform.
object.setPosition(
platform.getX() - object.getWidth() - 2,
platform.getY() - 10
);
// The character faces the platform
object.getBehavior('auto1').simulateRightKey();
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// The character grabs the platform.
expect(object.getX()).to.be.within(
platform.getX() - object.getWidth() - 2,
platform.getX() - object.getWidth() - 0
);
expect(object.getY()).to.be(platform.getY());
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(true);
// The character releases the platform.
object.getBehavior('auto1').simulateReleasePlatformKey();
// The character falls.
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
true
);
}
expect(object.getY()).to.be.above(0);
});
it('must not grab automatically the right ledge of a platform when facing back', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
runtimeScene.renderAndStep(1000 / 60);
// Put the character near the right ledge of the platform.
object.setPosition(
platform.getX() + platform.getWidth() + 2,
platform.getY() - 10
);
// The character faces the wrong way
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(false);
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// The character couldn't grab the platform.
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(true);
expect(object.getY()).to.be.greaterThan(platform.getY() + 5);
});
it('must not grab automatically the left ledge of a platform when facing back', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
runtimeScene.renderAndStep(1000 / 60);
// Put the character near the left ledge of the platform.
object.setPosition(
platform.getX() - object.getWidth() - 2,
platform.getY() - 10
);
// The character faces the wrong way
object.getBehavior('auto1').simulateLeftKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(false);
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// The character couldn't grab the platform.
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(true);
expect(object.getY()).to.be.greaterThan(platform.getY() + 5);
});
});
describe('(ladder)', function () {
let runtimeScene;
let object;
var scale;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object on a platform
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 1500,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 900,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
jumpSustainTime: 0.2,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
ladder = addLadderObject(runtimeScene);
ladder.setPosition(30, -10 - ladder.getHeight());
});
const fall = (frameCount) => {
for (let i = 0; i < frameCount; ++i) {
const lastY = object.getY();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isMoving()).to.be(true);
expect(object.getY()).to.be.above(lastY);
}
};
const climbLadder = (frameCount) => {
for (let i = 0; i < frameCount; ++i) {
const lastY = object.getY();
object.getBehavior('auto1').simulateUpKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(true);
expect(object.getBehavior('auto1').isMoving()).to.be(true);
expect(object.getY()).to.be.below(lastY);
}
};
const releaseLadder = (frameCount) => {
object.getBehavior('auto1').simulateReleaseLadderKey();
for (let i = 0; i < frameCount; ++i) {
const lastY = object.getY();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(true);
expect(object.getY()).to.be.above(lastY);
}
};
const stayOnLadder = (frameCount) => {
for (let i = 0; i < frameCount; ++i) {
const lastY = object.getY();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(true);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
expect(object.getY()).to.be(lastY);
}
};
const jumpAndAscend = (frameCount) => {
for (let i = 0; i < frameCount; ++i) {
const lastY = object.getY();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isJumping()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
false
);
expect(object.getBehavior('auto1').isMoving()).to.be(true);
expect(object.getY()).to.be.below(lastY);
}
};
const jumpAndDescend = (frameCount) => {
for (let i = 0; i < frameCount; ++i) {
const lastY = object.getY();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isJumping()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
false
);
expect(object.getBehavior('auto1').isMoving()).to.be(true);
expect(object.getY()).to.be.above(lastY);
}
};
const fallOnPlatform = (maxFrameCount) => {
// Ensure the object falls on the platform
for (let i = 0; i < maxFrameCount; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
//Check the object is on the platform
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
};
it('can climb and release a ladder', function () {
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Climb the ladder
object.getBehavior('auto1').simulateLadderKey();
climbLadder(10);
stayOnLadder(10);
const objectPositionAfterFirstClimb = object.getY();
releaseLadder(10);
object.getBehavior('auto1').simulateLadderKey();
expect(object.getY()).to.be.within(
// gravity is 1500, 10 frames falling ~ 21px
objectPositionAfterFirstClimb + 20,
objectPositionAfterFirstClimb + 21
);
climbLadder(23);
// Check that we reached the maximum height
const playerAtLadderTop = ladder.getY() - object.getHeight();
expect(object.getY()).to.be.within(
playerAtLadderTop - 3,
playerAtLadderTop
);
// The player goes a little over the ladder...
object.getBehavior('auto1').simulateUpKey();
// ...and it falls even if up is pressed
for (let i = 0; i < 13; ++i) {
object.getBehavior('auto1').simulateUpKey();
fall(1);
}
});
it('can jump and grab a ladder even on the ascending phase of a jump the 1st time', function () {
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Jump
object.getBehavior('auto1').simulateJumpKey();
runtimeScene.renderAndStep(1000 / 60);
for (let i = 0; i < 2; ++i) {
object.getBehavior('auto1').simulateUpKey();
runtimeScene.renderAndStep(1000 / 60);
}
expect(object.getY()).to.be.below(-30);
expect(object.getBehavior('auto1').isJumping()).to.be(true);
// Grab the ladder
object.getBehavior('auto1').simulateLadderKey();
runtimeScene.renderAndStep(1000 / 60);
stayOnLadder(10);
climbLadder(2);
});
it('can grab a ladder while on the descending phase of a jump', function () {
// Need a bigger ladder
ladder.getHeight = function () {
return 300;
};
ladder.setPosition(30, -10 - ladder.getHeight());
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Jump
object.getBehavior('auto1').simulateJumpKey();
for (let i = 0; i < 18; ++i) {
jumpAndAscend(1);
}
// starting to going down
object.getBehavior('auto1').simulateLadderKey();
stayOnLadder(1);
expect(object.getBehavior('auto1').isJumping()).to.be(false);
stayOnLadder(10);
climbLadder(2);
});
it('can jump from ladder to ladder', function () {
// Need a bigger ladder
ladder.getHeight = function () {
return 300;
};
ladder.setPosition(30, -10 - ladder.getHeight());
const ladder2 = addLadderObject(runtimeScene);
ladder2.getHeight = function () {
return 300;
};
ladder2.setPosition(ladder.getX() + ladder.getWidth(), ladder.getY());
object.setPosition(35, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Jump
object.getBehavior('auto1').simulateJumpKey();
for (let i = 0; i < 10; ++i) {
jumpAndAscend(1);
}
// 1st time grabbing this ladder
object.getBehavior('auto1').simulateLadderKey();
stayOnLadder(1);
expect(object.getBehavior('auto1').isJumping()).to.be(false);
// Jump right
object.getBehavior('auto1').simulateJumpKey();
for (let i = 0; i < 15; ++i) {
object.getBehavior('auto1').simulateRightKey();
jumpAndAscend(1);
}
// leave the 1st ladder
expect(object.getX()).to.be.above(ladder2.getX());
// and grab the 2nd one, even if still ascending
object.getBehavior('auto1').simulateLadderKey();
// still moves a little because of inertia
for (let i = 0; i < 3; i++) {
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(true);
}
stayOnLadder(1);
});
it('can fall from a ladder right side', function () {
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Climb the ladder
object.getBehavior('auto1').simulateLadderKey();
climbLadder(10);
stayOnLadder(10);
// Fall to the ladder right
runtimeScene.renderAndStep(1000 / 60);
for (let i = 0; i < 16; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(true);
}
// Here, if we had pressed Right the character would have been falling.
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(true);
// Now, it falls.
fall(5);
});
it('can walk from a ladder', function () {
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Climb the ladder
object.getBehavior('auto1').simulateLadderKey();
stayOnLadder(10);
// Going from the ladder to the right
runtimeScene.renderAndStep(1000 / 60);
for (let i = 0; i < 16; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(true);
}
// and directly on the floor
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
});
it('can jump from a ladder', function () {
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Climb the ladder
object.getBehavior('auto1').simulateLadderKey();
climbLadder(10);
stayOnLadder(10);
// Jump from the ladder
const stayY = object.getY();
object.getBehavior('auto1').simulateJumpKey();
for (let i = 0; i < 20; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
expect(object.getY()).to.be.below(stayY);
expect(object.getBehavior('auto1').isJumping()).to.be(true);
});
it('can grab a ladder when falling', function () {
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Climb the ladder
object.getBehavior('auto1').simulateLadderKey();
climbLadder(24);
// Check that we reached the maximum height
// The player goes a little over the ladder...
object.getBehavior('auto1').simulateUpKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(true);
fall(10);
object.getBehavior('auto1').simulateLadderKey();
stayOnLadder(10);
climbLadder(5);
});
it('should not grab a platform when grabbed to a ladder', function () {
const topPlatform = addPlatformObject(runtimeScene);
topPlatform.setPosition(ladder.getX() + ladder.getWidth(), -50);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(
topPlatform.getX() - object.getWidth(),
topPlatform.getY()
);
// Grab the ladder
object.getBehavior('auto1').simulateLadderKey();
stayOnLadder(10);
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
// The object is where it could grab the top platform if it where falling.
expect(object.getX()).to.be.within(
topPlatform.getX() - object.getWidth(),
topPlatform.getX() - object.getWidth() + 2
);
expect(object.getY()).to.be(topPlatform.getY());
// Check that the object didn't grabbed the platform
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(false);
stayOnLadder(10);
});
it('can grab a ladder when grabbed to a platform', function () {
const topPlatform = addPlatformObject(runtimeScene);
topPlatform.setPosition(ladder.getX() + ladder.getWidth(), -50);
runtimeScene.renderAndStep(1000 / 60);
// Fall and Grab the platform
object.setPosition(
topPlatform.getX() - object.getWidth(),
topPlatform.getY() - 10
);
for (let i = 0; i < 6; ++i) {
object.getBehavior('auto1').simulateRightKey();
fall(1);
}
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(true);
// try to grab the ladder
object.getBehavior('auto1').simulateLadderKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(true);
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(false);
});
});
});

View File

@@ -0,0 +1,400 @@
describe('gdjs.PlatformerObjectRuntimeBehavior', function () {
const epsilon = 1 / (2 << 16);
describe('(moving platforms)', function () {
let runtimeScene;
let object;
let platform;
const maxSpeed = 500;
const maxFallingSpeed = 1500;
const timeDelta = 1 / 60;
const maxDeltaX = maxSpeed * timeDelta;
const maxDeltaY = maxFallingSpeed * timeDelta;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object on a platform.
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 900,
maxFallingSpeed: maxFallingSpeed,
acceleration: 500,
deceleration: 1500,
maxSpeed: maxSpeed,
jumpSpeed: 1500,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
object.setPosition(0, -40);
// Put a platform.
platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
});
it('follows a platform moving less than one pixel', function () {
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// Check the object has not moved.
expect(object.getY()).to.be(-30);
expect(object.getX()).to.be(0);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// Check that the object follow the platform, even if the
// movement is less than one pixel.
platform.setX(platform.getX() + 0.12);
runtimeScene.renderAndStep(1000 / 60);
platform.setX(platform.getX() + 0.12);
runtimeScene.renderAndStep(1000 / 60);
platform.setX(platform.getX() + 0.12);
runtimeScene.renderAndStep(1000 / 60);
expect(object.getX()).to.be(0.36);
});
it('falls from a platform moving down faster than the maximum falling speed', function () {
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// Check the object has not moved.
expect(object.getY()).to.be(-30);
expect(object.getX()).to.be(0);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// Check that the object falls
// +1 because it's the margin to check the floor
platform.setY(platform.getY() + maxDeltaY + 1);
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnFloor()).to.be(false);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isMoving()).to.be(true);
expect(object.getY()).to.be.above(-30);
});
// This test doesn't pass because the platform AABB are not always updated
// before the platformer object moves.
//
// When the character is put on top of the platform to follow it up,
// the platform AABB may not has updated in RBush
// and the platform became out of the spacial search rectangle.
it.skip('follows a platform that is slightly overlapping its top', function () {
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// Check the object has not moved.
expect(object.getY()).to.be(-30);
expect(object.getX()).to.be(0);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// the platform is slightly overlapping the top of the object
platform.setY(object.getY() - platform.getHeight() + 1);
runtimeScene.renderAndStep(1000 / 60);
// Check that the object stays on the floor
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
expect(object.getY()).to.be(platform.getY() - object.getHeight());
});
it('must not follow a platform that is moved over its top', function () {
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// Check the object has not moved.
expect(object.getY()).to.be(-30);
expect(object.getX()).to.be(0);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// move the platform over the object
platform.setY(object.getY() - platform.getHeight());
runtimeScene.renderAndStep(1000 / 60);
// A second step to make sure that the AABB is updated in RBush.
// TODO this is a bug
runtimeScene.renderAndStep(1000 / 60);
// Check that the object falls
expect(object.getBehavior('auto1').isOnFloor()).to.be(false);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getY()).to.be.above(-30);
});
it('follows a moving platform when was grabbed to another', function () {
const topPlatform = addPlatformObject(runtimeScene);
topPlatform.setPosition(platform.getX() + 30, -50);
// Fall and Grab the platform
object.setPosition(
topPlatform.getX() - object.getWidth(),
topPlatform.getY() - 10
);
for (let i = 0; i < 9; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
true
);
}
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(true);
// move the bottom platform to the object
for (let i = 0; i < 20; ++i) {
platform.setY(platform.getY() - 1);
runtimeScene.renderAndStep(1000 / 60);
}
// the platform reach the object
expect(platform.getY()).to.be(object.getY() + object.getHeight());
for (let i = 0; i < 5; ++i) {
platform.setY(platform.getY() - 1);
runtimeScene.renderAndStep(1000 / 60);
}
// the object follows it and no longer grab the other platform
expect(object.getY()).to.be(platform.getY() - object.getHeight());
expect(object.getBehavior('auto1').isGrabbingPlatform()).to.be(false);
});
// This may be a bug. Please, remove the skip if you fixed it.
// It fails on the last 2 expect()
it.skip('follows a moving platform when was grabbed to a ladder', function () {
// object is 10 pixel higher than the platform and overlap the ladder
object.setPosition(0, platform.getY() - object.getHeight() - 10);
const ladder = addLadderObject(runtimeScene);
ladder.setPosition(object.getX(), platform.getY() - ladder.getHeight());
// Fall and Grab the platform
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(true);
object.getBehavior('auto1').simulateLadderKey();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(true);
// move the bottom platform to the object
for (let i = 0; i < 20; ++i) {
platform.setY(platform.getY() - 1);
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnLadder()).to.be(true);
}
// the platform reach the object
expect(platform.getY()).to.be(object.getY() + object.getHeight());
for (let i = 0; i < 5; ++i) {
platform.setY(platform.getY() - 1);
runtimeScene.renderAndStep(1000 / 60);
}
// the object follows it and no longer grab the other platform
expect(object.getY()).to.be(platform.getY() - object.getHeight());
expect(object.getBehavior('auto1').isOnLadder()).to.be(false);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
});
[-10, -10.1, -9.9].forEach((platformY) => {
[
-maxDeltaY + epsilon,
maxDeltaY - epsilon,
-10,
10,
-10.1,
10.1,
0,
].forEach((deltaY) => {
[-maxDeltaX, maxDeltaX, 0].forEach((deltaX) => {
it(`follows the platform moving (${deltaX}; ${deltaY}) with initial Y = ${platformY}`, function () {
platform.setPosition(platform.getX(), platformY);
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// Check the object has not moved.
expect(object.getX()).to.be(0);
// The object landed right on the platform
expect(object.getY()).to.be(platform.getY() - object.getHeight());
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// Check that the object follow the platform, even if the
// movement is less than one pixel.
for (let i = 0; i < 5; ++i) {
platform.setPosition(
platform.getX() + deltaX,
platform.getY() + deltaY
);
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// The object follow the platform
// The rounding error is probably due to a separate call.
// TODO Try to make it exact or find why
expect(object.getY()).to.be.within(
platform.getY() - object.getHeight() - epsilon,
platform.getY() - object.getHeight() + epsilon
);
}
expect(object.getX()).to.be(0 + 5 * deltaX);
});
});
});
});
});
[false, true].forEach((useJumpthru) => {
describe(`(${
useJumpthru ? 'useJumpthru' : 'regular'
} moving platforms)`, function () {
let runtimeScene;
let object;
let platform;
const maxSpeed = 500;
const maxFallingSpeed = 1500;
const timeDelta = 1 / 60;
const maxDeltaX = maxSpeed * timeDelta;
const maxDeltaY = maxFallingSpeed * timeDelta;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object on a platform.
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 900,
maxFallingSpeed: maxFallingSpeed,
acceleration: 500,
deceleration: 1500,
maxSpeed: maxSpeed,
jumpSpeed: 1500,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
object.setPosition(0, -40);
// Put a platform.
if (useJumpthru) {
platform = addJumpThroughPlatformObject(runtimeScene);
} else {
platform = addPlatformObject(runtimeScene);
}
platform.setPosition(0, -10);
});
// This test doesn't pass with jumpthru
// because jumpthru that overlap the object are excluded from collision.
// The probability it happens is: platform speed / falling speed.
// We could use the Y speed to be more permissive about it:
// If the previous position according to the speed is above the platform,
// we could let it land.
it.skip('can land to a platform that moved up and overlapped the object', function () {
// Put the platform away so it won't collide with the falling object
platform.setPosition(platform.getX(), 200);
for (let i = 0; i < 10; ++i) {
const oldY = object.getY();
runtimeScene.renderAndStep(1000 / 60);
}
// Put the platform under the falling object and overlap it a little
// like a platform moving quickly can do
platform.setPosition(
platform.getX(),
object.getY() + object.getHeight() - 2
);
runtimeScene.renderAndStep(1000 / 60);
// Check the object has landed on the platform.
expect(object.getX()).to.be(0);
// The object must not be inside the platform or it gets stuck
expect(object.getY()).to.be.within(
platform.getY() - object.getHeight() - epsilon,
platform.getY() - object.getHeight() + epsilon
);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
});
[-10, -10.1, -9.9].forEach((platformY) => {
[
-maxDeltaY + epsilon,
maxDeltaY - epsilon,
-10,
10,
-10.1,
10.1,
0,
].forEach((deltaY) => {
[-maxDeltaX, maxDeltaX, 0].forEach((deltaX) => {
it(`follows the platform moving (${deltaX}; ${deltaY}) with initial Y = ${platformY}`, function () {
platform.setPosition(platform.getX(), platformY);
for (let i = 0; i < 10; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
// Check the object has not moved.
expect(object.getX()).to.be(0);
// The object must not be inside the platform or it gets stuck
expect(object.getY()).to.be.within(
platform.getY() - object.getHeight() - epsilon,
platform.getY() - object.getHeight() + epsilon
);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// Check that the object follow the platform, even if the
// movement is less than one pixel.
for (let i = 0; i < 5; ++i) {
platform.setPosition(
platform.getX() + deltaX,
platform.getY() + deltaY
);
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// The object must not be inside the platform or it gets stuck
expect(object.getY()).to.be.within(
platform.getY() - object.getHeight() - epsilon,
platform.getY() - object.getHeight() + epsilon
);
}
expect(object.getX()).to.be(0 + 5 * deltaX);
});
});
});
});
});
});
});

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const makePlatformerTestRuntimeScene = (timeDelta = 1000 / 60) => {
const runtimeGame = new gdjs.RuntimeGame({
variables: [],
resources: {
resources: [],
},
properties: { windowWidth: 800, windowHeight: 600 },
});
const runtimeScene = new gdjs.RuntimeScene(runtimeGame);
runtimeScene.loadFromScene({
layers: [{ name: '', visibility: true, effects: [] }],
variables: [],
behaviorsSharedData: [],
objects: [],
instances: [],
});
runtimeScene._timeManager.getElapsedTime = function () {
return timeDelta;
};
return runtimeScene;
};
const addPlatformObject = (runtimeScene) => {
const platform = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj2',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformBehavior',
name: 'Platform',
canBeGrabbed: true,
},
],
effects: [],
});
platform.setCustomWidthAndHeight(60, 32);
runtimeScene.addObject(platform);
return platform;
};
const addUpSlopePlatformObject = (runtimeScene) => {
const platform = new gdjs.TestSpriteRuntimeObject(runtimeScene, {
name: 'slope',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformBehavior',
name: 'Platform',
canBeGrabbed: true,
},
],
effects: [],
animations: [
{
name: 'animation',
directions: [
{
sprites: [
{
originPoint: { x: 0, y: 0 },
centerPoint: { x: 50, y: 50 },
points: [
{ name: 'Center', x: 0, y: 0 },
{ name: 'Origin', x: 50, y: 50 },
],
hasCustomCollisionMask: true,
customCollisionMask: [
[
{ x: 100, y: 100 },
{ x: 0, y: 100 },
{ x: 100, y: 0 },
],
],
},
],
},
],
},
],
});
runtimeScene.addObject(platform);
platform.setUnscaledWidthAndHeight(100, 100);
platform.setCustomWidthAndHeight(100, 100);
return platform;
};
const addDownSlopePlatformObject = (runtimeScene) => {
const platform = new gdjs.TestSpriteRuntimeObject(runtimeScene, {
name: 'slope',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformBehavior',
name: 'Platform',
canBeGrabbed: true,
},
],
effects: [],
animations: [
{
name: 'animation',
directions: [
{
sprites: [
{
originPoint: { x: 0, y: 0 },
centerPoint: { x: 50, y: 50 },
points: [
{ name: 'Center', x: 0, y: 0 },
{ name: 'Origin', x: 50, y: 50 },
],
hasCustomCollisionMask: true,
customCollisionMask: [
[
{ x: 100, y: 100 },
{ x: 0, y: 100 },
{ x: 0, y: 0 },
],
],
},
],
},
],
},
],
});
runtimeScene.addObject(platform);
platform.setUnscaledWidthAndHeight(100, 100);
platform.setCustomWidthAndHeight(100, 100);
return platform;
};
const addTunnelPlatformObject = (runtimeScene) => {
const platform = new gdjs.TestSpriteRuntimeObject(runtimeScene, {
name: 'slope',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformBehavior',
name: 'Platform',
canBeGrabbed: true,
},
],
effects: [],
animations: [
{
name: 'animation',
directions: [
{
sprites: [
{
originPoint: { x: 0, y: 0 },
centerPoint: { x: 50, y: 50 },
points: [
{ name: 'Center', x: 0, y: 0 },
{ name: 'Origin', x: 50, y: 50 },
],
hasCustomCollisionMask: true,
customCollisionMask: [
[
{ x: 0, y: 0 },
{ x: 0, y: 100 },
{ x: 100, y: 100 },
{ x: 100, y: 0 },
],
[
{ x: 0, y: 200 },
{ x: 0, y: 300 },
{ x: 100, y: 300 },
{ x: 100, y: 200 },
],
],
},
],
},
],
},
],
});
runtimeScene.addObject(platform);
platform.setUnscaledWidthAndHeight(100, 300);
platform.setCustomWidthAndHeight(100, 300);
return platform;
};
const addJumpThroughPlatformObject = (runtimeScene) => {
const platform = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj2',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformBehavior',
name: 'Platform',
platformType: 'Jumpthru',
canBeGrabbed: false,
},
],
effects: [],
});
platform.setCustomWidthAndHeight(60, 32);
runtimeScene.addObject(platform);
return platform;
};
const addLadderObject = (runtimeScene) => {
const ladder = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj3',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformBehavior',
name: 'Platform',
canBeGrabbed: false,
platformType: 'Ladder',
},
],
effects: [],
});
ladder.setCustomWidthAndHeight(20, 60);
runtimeScene.addObject(ladder);
return ladder;
};

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describe('gdjs.PlatformerObjectRuntimeBehavior', function () {
const epsilon = 1 / (2 << 16);
describe('(walk on slopes)', function () {
let runtimeScene;
let object;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object on a platform
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 1500,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 900,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
jumpSustainTime: 0.2,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
});
const fall = (frameCount) => {
for (let i = 0; i < frameCount; ++i) {
const lastY = object.getY();
runtimeScene.renderAndStep(1000 / 60);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
expect(object.getBehavior('auto1').isFallingWithoutJumping()).to.be(
true
);
expect(object.getBehavior('auto1').isMoving()).to.be(true);
expect(object.getY()).to.be.above(lastY);
}
};
const walkRight = (frameCount) => {
const behavior = object.getBehavior('auto1');
for (let i = 0; i < frameCount; ++i) {
const lastX = object.getX();
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(behavior.isOnFloor()).to.be(true);
expect(object.getX()).to.be.above(lastX);
// Check that the object doesn't stop
expect(behavior.getCurrentSpeed()).to.be.above(lastSpeed);
}
};
const walkRightCanStop = (frameCount) => {
const behavior = object.getBehavior('auto1');
for (let i = 0; i < frameCount; ++i) {
const lastX = object.getX();
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(behavior.isOnFloor()).to.be(true);
expect(object.getX()).to.not.be.below(lastX);
}
};
const walkLeft = (frameCount) => {
const behavior = object.getBehavior('auto1');
for (let i = 0; i < frameCount; ++i) {
const lastX = object.getX();
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateLeftKey();
runtimeScene.renderAndStep(1000 / 60);
expect(behavior.isOnFloor()).to.be(true);
expect(object.getX()).to.be.below(lastX);
// Check that the object doesn't stop
expect(behavior.getCurrentSpeed()).to.be.below(lastSpeed);
}
};
const fallOnPlatform = (maxFrameCount) => {
// Ensure the object falls on the platform
for (let i = 0; i < maxFrameCount; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
//Check the object is on the platform
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
};
const slopesDimensions = {
26: { width: 50, height: 25 },
45: { width: 50, height: 50 },
};
it('can walk from a platform to another one that is rotated', function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
const platform2 = addPlatformObject(runtimeScene);
const angle = (-30 * Math.PI) / 180;
const centerDeltaX = platform2.getWidth() / 2;
const centerDeltaY = platform2.getHeight() / 2;
// to make the vertex of the 2 platform touch
const vertexDeltaX =
centerDeltaX * Math.cos(angle) +
centerDeltaY * -Math.sin(angle) -
centerDeltaX;
const vertexDeltaY =
centerDeltaX * Math.sin(angle) +
centerDeltaY * Math.cos(angle) -
centerDeltaY;
platform2.setAngle(-30);
platform2.setPosition(
platform.getX() + platform.getWidth() + vertexDeltaX,
platform.getY() + vertexDeltaY
);
object.setPosition(30, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(platform2.getX());
// Gone upward following the 2nd platform.
expect(object.getY()).to.be.below(platform.getY());
});
[26, 45].forEach((slopeAngle) => {
it(`can go uphill from a 0° slope to a ${slopeAngle}° slope going right`, function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setCustomWidthAndHeight(50, 50);
platform.setPosition(0, 0);
const slope = addUpSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(
slopesDimensions[slopeAngle].width,
slopesDimensions[slopeAngle].height
);
slope.setPosition(
platform.getX() + platform.getWidth(),
platform.getY() - slope.getHeight()
);
object.setPosition(0, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(slope.getX());
// Gone upward following the 2nd platform.
expect(object.getY()).to.be.below(platform.getY() - object.getHeight());
});
// This is a mirror of the previous test.
it(`can go uphill from a 0° slope to a ${slopeAngle}° slope going left`, function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setCustomWidthAndHeight(50, 50);
platform.setPosition(50, 0);
const slope = addDownSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(
slopesDimensions[slopeAngle].width,
slopesDimensions[slopeAngle].height
);
slope.setPosition(
platform.getX() - slope.getWidth(),
platform.getY() - slope.getHeight()
);
object.setPosition(90, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Walk from the 1st platform to the 2nd one.
walkLeft(30);
expect(object.getX()).to.be.below(platform.getX());
// Gone upward following the 2nd platform.
expect(object.getY()).to.be.below(platform.getY() - object.getHeight());
});
it(`can go uphill from a ${slopeAngle}° slope to a 0° slope`, function () {
// Put a platform.
const slope = addUpSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(
slopesDimensions[slopeAngle].width,
slopesDimensions[slopeAngle].height
);
slope.setPosition(0, 0);
const platform = addPlatformObject(runtimeScene);
platform.setCustomWidthAndHeight(50, 50);
platform.setPosition(slope.getX() + slope.getWidth(), slope.getY());
object.setPosition(0, -5);
// Ensure the object falls on the platform
fallOnPlatform(12);
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(platform.getX());
// Gone upward following the 2nd platform.
expect(object.getY()).to.be(platform.getY() - object.getHeight());
});
it(`can go uphill from a ${slopeAngle}° slope to a 0° jump through platform`, function () {
// Put a platform.
const slope = addUpSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(
slopesDimensions[slopeAngle].width,
slopesDimensions[slopeAngle].height
);
slope.setPosition(0, 0);
const jumpThroughPlatform = addJumpThroughPlatformObject(runtimeScene);
jumpThroughPlatform.setCustomWidthAndHeight(50, 50);
jumpThroughPlatform.setPosition(
slope.getX() + slope.getWidth(),
slope.getY()
);
object.setPosition(0, -5);
// Ensure the object falls on the platform
fallOnPlatform(12);
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(jumpThroughPlatform.getX());
// Gone upward following the 2nd platform.
expect(object.getY()).to.be(
jumpThroughPlatform.getY() - object.getHeight()
);
});
[
[26, 45],
[45, 26],
[26, 26],
[45, 45],
].forEach((slopeAngles) => {
it(`can go uphill from a ${slopeAngles[0]}° slope to a ${slopeAngles[1]}° slope`, function () {
// Put a platform.
const slope1 = addUpSlopePlatformObject(runtimeScene);
slope1.setCustomWidthAndHeight(
slopesDimensions[slopeAngles[0]].width,
slopesDimensions[slopeAngles[0]].height
);
slope1.setPosition(0, 0);
const slope2 = addUpSlopePlatformObject(runtimeScene);
slope2.setCustomWidthAndHeight(
slopesDimensions[slopeAngles[1]].width,
slopesDimensions[slopeAngles[1]].height
);
slope2.setPosition(
slope1.getX() + slope1.getWidth(),
slope1.getY() - slope2.getHeight()
);
object.setPosition(0, -5);
// Ensure the object falls on the platform
fallOnPlatform(12);
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(slope2.getX());
// Gone upward following the 2nd platform.
expect(object.getY()).to.be.below(slope1.getY() - object.getHeight());
});
});
// TODO
it.skip(`can go uphill from a 26° slope and be stopped by an obstacle on the head`, function () {
// Put a platform.
const slope = addUpSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(100, 50);
slope.setPosition(0, 0);
const ceiling = addPlatformObject(runtimeScene);
ceiling.setCustomWidthAndHeight(50, 50);
ceiling.setPosition(
50,
slope.getY() - ceiling.getHeight() - object.getHeight() / 2
);
object.setPosition(0, -5);
// Ensure the object falls on the platform
fallOnPlatform(12);
// Walk the slope and reach the ceiling.
// It checks that the character never go left.
walkRightCanStop(40);
expect(object.getY()).to.be(ceiling.getY() + ceiling.getHeight());
});
[26, 45].forEach((slopeAngle) => {
it(`can go downhill from a 0° slope to a ${slopeAngle}° slope`, function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setCustomWidthAndHeight(50, 50);
platform.setPosition(0, 0);
const slope = addDownSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(
slopesDimensions[slopeAngle].width,
slopesDimensions[slopeAngle].height
);
slope.setPosition(
platform.getX() + platform.getWidth(),
platform.getY()
);
object.setPosition(0, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(slope.getX());
// Gone downward following the 2nd platform.
expect(object.getY()).to.be.above(slope.getY() - object.getHeight());
});
it(`can go downhill from a ${slopeAngle}° slope to a 0° slope`, function () {
// Put a platform.
const slope = addDownSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(
slopesDimensions[slopeAngle].width,
slopesDimensions[slopeAngle].height
);
slope.setPosition(0, 0);
const platform = addPlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(50, 50);
platform.setPosition(
slope.getX() + slope.getWidth(),
slope.getY() + slope.getHeight()
);
object.setPosition(0, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(platform.getX());
// Gone downward following the 2nd platform.
// The floor detection can't round it to 30
// because the character bottom is 50 with rounding error
// 29.999999999999996 + 20 = 50
expect(object.getY()).to.be.within(
platform.getY() - object.getHeight() - epsilon,
platform.getY() - object.getHeight() + epsilon
);
});
});
[
[26, 45],
[45, 26],
[26, 26],
[45, 45],
].forEach((slopeAngles) => {
it(`can go downhill from a ${slopeAngles[0]}° slope to a ${slopeAngles[1]}° slope`, function () {
// Put a platform.
const slope1 = addDownSlopePlatformObject(runtimeScene);
slope1.setCustomWidthAndHeight(
slopesDimensions[slopeAngles[0]].width,
slopesDimensions[slopeAngles[0]].height
);
slope1.setPosition(0, 0);
const slope2 = addDownSlopePlatformObject(runtimeScene);
slope2.setCustomWidthAndHeight(
slopesDimensions[slopeAngles[1]].width,
slopesDimensions[slopeAngles[1]].height
);
slope2.setPosition(
slope1.getX() + slope1.getWidth(),
slope1.getY() + slope1.getHeight()
);
object.setPosition(0, -32);
// Ensure the object falls on the platform
fallOnPlatform(11);
// Walk from the 1st platform to the 2nd one.
walkRight(30);
expect(object.getX()).to.be.above(slope2.getX());
// Gone downward following the 2nd platform.
expect(object.getY()).to.be.above(slope2.getY() - object.getHeight());
});
});
});
describe('(walk on slopes very fast)', function () {
let runtimeScene;
let object;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object on a platform
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 1500,
maxFallingSpeed: 1500,
acceleration: 100000,
deceleration: 1500,
// It will move more than 1 width every frame
maxSpeed: 1000, // fps * width = 60 * 10 = 600 plus a big margin
jumpSpeed: 900,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
jumpSustainTime: 0.2,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
});
const walkRight = (frameCount) => {
const behavior = object.getBehavior('auto1');
for (let i = 0; i < frameCount; ++i) {
const lastX = object.getX();
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(behavior.isOnFloor()).to.be(true);
expect(object.getX()).to.be.above(lastX);
// Check that the object doesn't stop
expect(behavior.getCurrentSpeed()).to.not.be.below(lastSpeed);
}
};
const fallOnPlatform = (maxFrameCount) => {
// Ensure the object falls on the platform
for (let i = 0; i < maxFrameCount; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
//Check the object is on the platform
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
};
// TODO When the object is moving fast, sharp platform vertices can be missed.
// Fixing this is would require to rethink how the floor is followed.
// But, this might be an extreme enough case to don't care:
// On a 800 width screen, a 32 width character would go through one screen in 400ms.
// 800 / 32 / 60 = 0.416
it.skip(`can go uphill from a 45° slope to a 0° jump through platform`, function () {
// Put a platform.
const slope = addUpSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(50, 50);
slope.setPosition(0, 0);
const jumpThroughPlatform = addJumpThroughPlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(50, 50);
jumpThroughPlatform.setPosition(
slope.getX() + slope.getWidth(),
slope.getY()
);
object.setPosition(0, -5);
// Ensure the object falls on the platform
fallOnPlatform(12);
// Walk from the 1st platform to the 2nd one.
walkRight(6);
expect(object.getX()).to.be.above(jumpThroughPlatform.getX());
// Gone upward following the 2nd platform.
expect(object.getY()).to.be(
jumpThroughPlatform.getY() - object.getHeight()
);
});
});
});
[0, 25].forEach((slopeMaxAngle) => {
describe(`(walk on slopes, slopeMaxAngle: ${slopeMaxAngle}°)`, function () {
let runtimeScene;
let object;
beforeEach(function () {
runtimeScene = makePlatformerTestRuntimeScene();
// Put a platformer object on a platform
object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 1500,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 900,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: slopeMaxAngle,
jumpSustainTime: 0.2,
},
],
effects: [],
});
object.setCustomWidthAndHeight(10, 20);
runtimeScene.addObject(object);
});
const fallOnPlatform = (maxFrameCount) => {
// Ensure the object falls on the platform
for (let i = 0; i < maxFrameCount; ++i) {
runtimeScene.renderAndStep(1000 / 60);
}
//Check the object is on the platform
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
};
const walkRightCanStop = (frameCount) => {
const behavior = object.getBehavior('auto1');
for (let i = 0; i < frameCount; ++i) {
const lastX = object.getX();
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(behavior.isOnFloor()).to.be(true);
expect(object.getX()).to.not.be.below(lastX);
}
};
const walkLeftCanStop = (frameCount) => {
const behavior = object.getBehavior('auto1');
for (let i = 0; i < frameCount; ++i) {
const lastX = object.getX();
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateLeftKey();
runtimeScene.renderAndStep(1000 / 60);
expect(behavior.isOnFloor()).to.be(true);
expect(object.getX()).to.not.be.above(lastX);
}
};
(slopeMaxAngle === 0
? [
{ angle: 5.7, height: 5 },
{ angle: 26, height: 25 },
]
: // slopeMaxAngle === 25
[{ angle: 26, height: 25 }]
).forEach((slopesDimension) => {
it(`can't go uphill on a too steep slope (${slopesDimension.angle}°)`, function () {
// Put a platform.
const slope = addUpSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(50, slopesDimension.height);
slope.setPosition(0, 0);
object.setPosition(0, -10);
// Ensure the object falls on the platform
fallOnPlatform(20);
const fallX = object.getX();
const fallY = object.getY();
// Stay still when Right is pressed
const behavior = object.getBehavior('auto1');
for (let i = 0; i < 10; ++i) {
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(behavior.isOnFloor()).to.be(true);
expect(object.getX()).to.be.within(
fallX - epsilon,
fallX + epsilon
);
expect(object.getY()).to.be.within(
fallY - epsilon,
fallY + epsilon
);
}
});
it(`can go downhill on a too steep slope (${slopesDimension.angle}°)`, function () {
// Put a platform.
const slope = addDownSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(50, slopesDimension.height);
slope.setPosition(0, 0);
object.setPosition(0, -60);
// Ensure the object falls on the platform
fallOnPlatform(20);
const fallX = object.getX();
const fallY = object.getY();
// Fall and land on the platform in loop when Right is pressed
const behavior = object.getBehavior('auto1');
for (let i = 0; i < 10; ++i) {
const lastX = object.getX();
const lastY = object.getY();
const lastSpeed = behavior.getCurrentSpeed();
behavior.simulateRightKey();
runtimeScene.renderAndStep(1000 / 60);
expect(
behavior.isOnFloor() || behavior.isFallingWithoutJumping()
).to.be(true);
expect(object.getX()).to.be.above(lastX);
expect(object.getY()).to.be.above(lastY);
// Check that the object doesn't stop
expect(behavior.getCurrentSpeed()).to.be.above(lastSpeed);
}
});
// The log of the character positions moving to the right
// without any obstacle:
// LOG: 'OnFloor 35.13888888888889 -20'
// LOG: 'OnFloor 38.333333333333336 -20'
// LOG: 'OnFloor 41.66666666666667 -20'
// The character is 10 width, at 38.33 is left is 48.33
[
// remainingDeltaX === 1.333
47,
// remainingDeltaX === 0.833
47.5,
// remainingDeltaX === 0.333
48,
// remainingDeltaX is big
49,
// Platform tiles will result to pixel aligned junctions.
// A rotated platform will probably result to not pixel aligned junctions.
48.9,
].forEach((slopeJunctionX) => {
it(`(slopeJunctionX: ${slopeJunctionX}) can't go uphill from a 0° slope to a too steep slope (${slopesDimension.angle}°) going right`, function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setCustomWidthAndHeight(slopeJunctionX, 50);
platform.setPosition(0, 0);
const slope = addUpSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(50, slopesDimension.height);
slope.setPosition(
platform.getX() + platform.getWidth(),
platform.getY() - slope.getHeight()
);
object.setPosition(0, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Walk toward the 2nd platform.
walkRightCanStop(30);
// Is stopped at the slope junction.
expect(object.getX()).to.be.within(
Math.floor(slope.getX()) - object.getWidth(),
// When the junction is not pixel aligned, the character will be stopped
// but is able to move forward until it reaches the obstacle.
slope.getX() - object.getWidth()
);
expect(object.getY()).to.be(platform.getY() - object.getHeight());
});
});
// The log of the character positions moving to the left
// without any obstacle:
// LOG: 'OnFloor 54.861111111111114 -20'
// LOG: 'OnFloor 51.66666666666667 -20'
// LOG: 'OnFloor 48.333333333333336 -20'
// This is a mirror of the previous case: x -> 100 - x
[
// remainingDeltaX === -1.333
53,
// remainingDeltaX === -0.833
52.5,
// remainingDeltaX === -0.333
52,
// remainingDeltaX is big
51,
// Platform tiles will result to pixel aligned junctions.
// A rotated platform will probably result to not pixel aligned junctions.
51.1,
].forEach((slopeJunctionX) => {
it(`(slopeJunctionX: ${slopeJunctionX}) can't go uphill from a 0° slope to a too steep slope (${slopesDimension.angle}°) going left`, function () {
// Put a platform.
const platform = addPlatformObject(runtimeScene);
platform.setCustomWidthAndHeight(100 - slopeJunctionX, 50);
platform.setPosition(slopeJunctionX, 0);
const slope = addDownSlopePlatformObject(runtimeScene);
slope.setCustomWidthAndHeight(50, slopesDimension.height);
slope.setPosition(
slopeJunctionX - slope.getWidth(),
platform.getY() - slope.getHeight()
);
object.setPosition(90, -32);
// Ensure the object falls on the platform
fallOnPlatform(10);
// Walk toward the 2nd platform.
walkLeftCanStop(30);
// Is stopped at the slope junction.
expect(object.getX()).to.be.within(
// When the junction is not pixel aligned, the character will be stopped
// but is able to move forward until it reaches the obstacle.
platform.getX(),
Math.ceil(platform.getX())
);
expect(object.getY()).to.be(platform.getY() - object.getHeight());
});
});
});
});
});
});

View File

@@ -136,9 +136,6 @@ describe(`gdjs.PlatformerObjectRuntimeBehavior.findHighestFloorAndMoveOnTop`, fu
expect(characterBehavior.owner.getY()).to.be(oldY);
};
const noCollision = gdjs.PlatformerObjectRuntimeBehavior._noCollision;
const floorIsTooHigh = gdjs.PlatformerObjectRuntimeBehavior._floorIsTooHigh;
[false, true].forEach((swapVerticesOrder) => {
describe(`(swapVertexOrder: ${swapVerticesOrder})`, function () {
const collisionMasks = {
@@ -304,6 +301,10 @@ describe(`gdjs.PlatformerObjectRuntimeBehavior.findHighestFloorAndMoveOnTop`, fu
platform.setCustomWidthAndHeight(300, 300);
platform.setPosition(position[0], position[1]);
const platformBehavior = platform.getBehavior('Platform');
const platformObstaclesManager = gdjs.PlatformObjectsManager.getManager(
runtimeScene
);
platformObstaclesManager.addPlatform(platformBehavior);
it('can detect a platform away downward', function () {
character.setPosition(300, -210.1);
@@ -372,6 +373,10 @@ describe(`gdjs.PlatformerObjectRuntimeBehavior.findHighestFloorAndMoveOnTop`, fu
platform.setCustomWidthAndHeight(300, 300);
platform.setPosition(position[0], position[1]);
const platformBehavior = platform.getBehavior('Platform');
const platformObstaclesManager = gdjs.PlatformObjectsManager.getManager(
runtimeScene
);
platformObstaclesManager.addPlatform(platformBehavior);
it('can detect an obstacle overlapping the top', function () {
// -10 because the character can follow a platform downward.
@@ -398,6 +403,10 @@ describe(`gdjs.PlatformerObjectRuntimeBehavior.findHighestFloorAndMoveOnTop`, fu
platform.setCustomWidthAndHeight(200, 200);
platform.setPosition(250, -250);
const platformBehavior = platform.getBehavior('Platform');
const platformObstaclesManager = gdjs.PlatformObjectsManager.getManager(
runtimeScene
);
platformObstaclesManager.addPlatform(platformBehavior);
it('can detect a tunnel ceiling', function () {
character.setPosition(300, -210.1);
@@ -443,12 +452,15 @@ describe(`gdjs.PlatformerObjectRuntimeBehavior.findHighestFloorAndMoveOnTop`, fu
const runtimeScene = makeTestRuntimeScene();
const character = addCharacter(runtimeScene);
const behavior = character.getBehavior('auto1');
const platform = addPlatform(
runtimeScene,
collisionMasks.verticalTunnel
);
const platformBehavior = platform.getBehavior('Platform');
const platformObstaclesManager = gdjs.PlatformObjectsManager.getManager(
runtimeScene
);
platformObstaclesManager.addPlatform(platformBehavior);
it('can fell inside a vertical tunnel that fit the character', function () {
platform.setCustomWidthAndHeight(200, 200);
@@ -482,6 +494,10 @@ describe(`gdjs.PlatformerObjectRuntimeBehavior.findHighestFloorAndMoveOnTop`, fu
const platform = addPlatform(runtimeScene, collisionMasks.square);
const platformBehavior = platform.getBehavior('Platform');
const platformObstaclesManager = gdjs.PlatformObjectsManager.getManager(
runtimeScene
);
platformObstaclesManager.addPlatform(platformBehavior);
it('can detect a platform at its exact position', function () {
platform.setCustomWidthAndHeight(100, 100);

View File

@@ -5,6 +5,7 @@ Copyright (c) 2008-2016 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#include "GDCore/Extensions/Metadata/MultipleInstructionMetadata.h"
#include "GDCore/Extensions/PlatformExtension.h"
#include "GDCore/Tools/Localization.h"
#include "ShapePainterObject.h"
@@ -20,11 +21,14 @@ void DeclarePrimitiveDrawingExtension(gd::PlatformExtension& extension) {
"Open source (MIT License)")
.SetExtensionHelpPath("/objects/shape_painter");
gd::ObjectMetadata& obj = extension.AddObject<ShapePainterObject>(
"Drawer", //"Drawer" is kept for compatibility with GD<=3.6.76
_("Shape painter"),
_("Allows you to draw simple shapes on the screen"),
"CppPlatform/Extensions/primitivedrawingicon.png");
gd::ObjectMetadata& obj =
extension
.AddObject<ShapePainterObject>(
"Drawer", //"Drawer" is kept for compatibility with GD<=3.6.76
_("Shape painter"),
_("Allows you to draw simple shapes on the screen"),
"CppPlatform/Extensions/primitivedrawingicon.png")
.SetCategoryFullName(_("General"));
#if defined(GD_IDE_ONLY)
obj.SetIncludeFile("PrimitiveDrawing/ShapePainterObject.h");
@@ -40,10 +44,10 @@ void DeclarePrimitiveDrawingExtension(gd::PlatformExtension& extension) {
"res/actions/rectangle.png")
.AddParameter("object", _("Shape Painter object"), "Drawer")
.AddParameter("expression", _("Top left side: X position"))
.AddParameter("expression", _("Top left side: Y position"))
.AddParameter("expression", _("Bottom right side: X position"))
.AddParameter("expression", _("Bottom right side: Y position"))
.AddParameter("expression", _("Left X position"))
.AddParameter("expression", _("Top Y position"))
.AddParameter("expression", _("Right X position"))
.AddParameter("expression", _("Bottom Y position"))
.SetFunctionName("DrawRectangle")
.SetIncludeFile("PrimitiveDrawing/ShapePainterObject.h");
@@ -131,10 +135,10 @@ void DeclarePrimitiveDrawingExtension(gd::PlatformExtension& extension) {
"res/actions/roundedRectangle.png")
.AddParameter("object", _("Shape Painter object"), "Drawer")
.AddParameter("expression", _("Top left side: X position"))
.AddParameter("expression", _("Top left side: Y position"))
.AddParameter("expression", _("Bottom right side: X position"))
.AddParameter("expression", _("Bottom right side: Y position"))
.AddParameter("expression", _("Left X position"))
.AddParameter("expression", _("Top Y position"))
.AddParameter("expression", _("Right X position"))
.AddParameter("expression", _("Bottom Y position"))
.AddParameter("expression", _("Radius (in pixels)"))
.SetFunctionName("DrawRoundedRectangle")
.SetIncludeFile("PrimitiveDrawing/ShapePainterObject.h");
@@ -376,14 +380,14 @@ void DeclarePrimitiveDrawingExtension(gd::PlatformExtension& extension) {
.SetFunctionName("closePath")
.SetIncludeFile("PrimitiveDrawing/ShapePainterObject.h");
obj.AddScopedAction(
"ClearShapes",
_("Clear shapes"),
_("Clear the rendered shape(s). Useful if not set to be done automatically."),
_("Clear the rendered image of _PARAM0_"),
_("Advanced"),
"res/actions/visibilite24.png",
"res/actions/visibilite.png")
obj.AddScopedAction("ClearShapes",
_("Clear shapes"),
_("Clear the rendered shape(s). Useful if not set to be "
"done automatically."),
_("Clear the rendered image of _PARAM0_"),
_("Advanced"),
"res/actions/visibilite24.png",
"res/actions/visibilite.png")
.AddParameter("object", _("Shape Painter object"), "Drawer");
obj.AddAction(
@@ -632,5 +636,166 @@ void DeclarePrimitiveDrawingExtension(gd::PlatformExtension& extension) {
.SetFunctionName("AreCoordinatesRelative")
.SetIncludeFile("PrimitiveDrawing/ShapePainterObject.h");
obj.AddAction("Scale",
_("Scale"),
_("Modify the scale of the specified object."),
_("the scale"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
.AddParameter("object", _("Object"), "Drawer")
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddExpressionAndConditionAndAction("number",
"ScaleX",
_("Scale on X axis"),
_("the width's scale of an object"),
_("the width's scale"),
_("Size"),
"res/actions/scaleWidth24.png")
.AddParameter("object", _("Object"), "Drawer")
.UseStandardParameters("number")
.MarkAsAdvanced();
obj.AddExpressionAndConditionAndAction("number",
"ScaleY",
_("Scale on Y axis"),
_("the height's scale of an object"),
_("the height's scale"),
_("Size"),
"res/actions/scaleHeight24.png")
.AddParameter("object", _("Object"), "Drawer")
.UseStandardParameters("number")
.MarkAsAdvanced();
obj.AddAction("FlipX",
_("Flip the object horizontally"),
_("Flip the object horizontally"),
_("Flip horizontally _PARAM0_: _PARAM1_"),
_("Effects"),
"res/actions/flipX24.png",
"res/actions/flipX.png")
.AddParameter("object", _("Object"), "Drawer")
.AddParameter("yesorno", _("Activate flipping"))
.MarkAsSimple();
obj.AddAction("FlipY",
_("Flip the object vertically"),
_("Flip the object vertically"),
_("Flip vertically _PARAM0_: _PARAM1_"),
_("Effects"),
"res/actions/flipY24.png",
"res/actions/flipY.png")
.AddParameter("object", _("Object"), "Drawer")
.AddParameter("yesorno", _("Activate flipping"))
.MarkAsSimple();
obj.AddCondition("FlippedX",
_("Horizontally flipped"),
_("Check if the object is horizontally flipped"),
_("_PARAM0_ is horizontally flipped"),
_("Effects"),
"res/actions/flipX24.png",
"res/actions/flipX.png")
.AddParameter("object", _("Object"), "Drawer");
obj.AddCondition("FlippedY",
_("Vertically flipped"),
_("Check if the object is vertically flipped"),
_("_PARAM0_ is vertically flipped"),
_("Effects"),
"res/actions/flipY24.png",
"res/actions/flipY.png")
.AddParameter("object", _("Object"), "Drawer");
obj.AddAction("Width",
_("Width"),
_("Change the width of an object."),
_("the width"),
_("Size"),
"res/actions/scaleWidth24.png",
"res/actions/scale.png")
.AddParameter("object", _("Object"), "Drawer")
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddAction("Height",
_("Height"),
_("Change the height of an object."),
_("the height"),
_("Size"),
"res/actions/scaleHeight24.png",
"res/actions/scale.png")
.AddParameter("object", _("Object"), "Drawer")
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddAction(
"SetRotationCenter",
_("Center of rotation"),
_("Change the center of rotation of an object relatively to the "
"object origin."),
_("Change the center of rotation of _PARAM0_: _PARAM1_; _PARAM2_"),
_("Angle"),
"res/actions/position24.png",
"res/actions/position.png")
.AddParameter("object", _("Object"), "Drawer")
.AddParameter("expression", _("X position"))
.AddParameter("expression", _("Y position"))
.MarkAsAdvanced();
obj.AddAction("SetRectangularCollisionMask",
_("Collision Mask"),
_("Change the collision mask of an object to a rectangle "
"relatively to the object origin."),
_("Change the collision mask of _PARAM0_ to a rectangle from "
"_PARAM1_; _PARAM2_ to _PARAM3_; _PARAM4_"),
_("Position"),
"res/actions/position24.png",
"res/actions/position.png")
.AddParameter("object", _("Object"), "Drawer")
.AddParameter("expression", _("Left X position"))
.AddParameter("expression", _("Top Y position"))
.AddParameter("expression", _("Right X position"))
.AddParameter("expression", _("Bottom Y position"))
.MarkAsAdvanced();
obj.AddExpression("ToDrawingX",
_("X drawing coordinate of a point from the scene"),
_("X drawing coordinate of a point from the scene"),
_("Position"),
"res/actions/position.png")
.AddParameter("object", _("Object"), "Drawer")
.AddParameter("expression", _("X scene position"))
.AddParameter("expression", _("Y scene position"));
obj.AddExpression("ToDrawingY",
_("Y drawing coordinate of a point from the scene"),
_("Y drawing coordinate of a point from the scene"),
_("Position"),
"res/actions/position.png")
.AddParameter("object", _("Object"), "Drawer")
.AddParameter("expression", _("X scene position"))
.AddParameter("expression", _("Y scene position"));
obj.AddExpression("ToSceneX",
_("X scene coordinate of a point from the drawing"),
_("X scene coordinate of a point from the drawing"),
_("Position"),
"res/actions/position.png")
.AddParameter("object", _("Object"), "Drawer")
.AddParameter("expression", _("X drawing position"))
.AddParameter("expression", _("Y drawing position"));
obj.AddExpression("ToSceneY",
_("Y scene coordinate of a point from the drawing"),
_("Y scene coordinate of a point from the drawing"),
_("Position"),
"res/actions/position.png")
.AddParameter("object", _("Object"), "Drawer")
.AddParameter("expression", _("X drawing position"))
.AddParameter("expression", _("Y drawing position"));
#endif
}

View File

@@ -170,6 +170,73 @@ class PrimitiveDrawingJsExtension : public gd::PlatformExtension {
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::AreCoordinatesRelative"]
.SetFunctionName("areCoordinatesRelative");
GetAllActionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::Scale"]
.SetFunctionName("setScale")
.SetGetter("getScale");
GetAllActionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::Drawer::SetScaleX"]
.SetFunctionName("setScaleX")
.SetGetter("getScaleX");
GetAllActionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::Drawer::SetScaleY"]
.SetFunctionName("setScaleY")
.SetGetter("getScaleY");
GetAllConditionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::ScaleX"]
.SetFunctionName("getScaleX");
GetAllConditionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::ScaleY"]
.SetFunctionName("getScaleY");
GetAllExpressionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::ScaleX"]
.SetFunctionName("getScaleX");
GetAllExpressionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::ScaleY"]
.SetFunctionName("getScaleY");
GetAllActionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::FlipX"]
.SetFunctionName("flipX");
GetAllActionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::FlipY"]
.SetFunctionName("flipY");
GetAllConditionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::FlippedX"]
.SetFunctionName("isFlippedX");
GetAllConditionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::FlippedY"]
.SetFunctionName("isFlippedY");
GetAllActionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::Width"]
.SetFunctionName("setWidth")
.SetGetter("getWidth");
GetAllActionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::Height"]
.SetFunctionName("setHeight")
.SetGetter("getHeight");
GetAllActionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::SetRotationCenter"]
.SetFunctionName("setRotationCenter");
GetAllActionsForObject(
"PrimitiveDrawing::Drawer")["PrimitiveDrawing::SetRectangularCollisionMask"]
.SetFunctionName("setRectangularCollisionMask");
GetAllExpressionsForObject(
"PrimitiveDrawing::Drawer")["ToDrawingX"]
.SetFunctionName("transformToDrawingX");
GetAllExpressionsForObject(
"PrimitiveDrawing::Drawer")["ToDrawingY"]
.SetFunctionName("transformToDrawingY");
GetAllExpressionsForObject(
"PrimitiveDrawing::Drawer")["ToSceneX"]
.SetFunctionName("transformToSceneX");
GetAllExpressionsForObject(
"PrimitiveDrawing::Drawer")["ToSceneY"]
.SetFunctionName("transformToSceneX");
GD_COMPLETE_EXTENSION_COMPILATION_INFORMATION();
};
};

View File

@@ -4,6 +4,26 @@ namespace gdjs {
class ShapePainterRuntimeObjectPixiRenderer {
_object: gdjs.ShapePainterRuntimeObject;
_graphics: PIXI.Graphics;
/**
* Graphics positions can need updates when shapes are added,
* this avoids to do it each time.
*/
_positionXIsUpToDate = false;
/**
* Graphics positions can need updates when shapes are added,
* this avoids to do it each time.
*/
_positionYIsUpToDate = false;
/**
* This allows to use the transformation of the renderer
* and compute it only when necessary.
*/
_transformationIsUpToDate = false;
private static readonly _positionForTransformation: PIXI.IPointData = {
x: 0,
y: 0,
};
constructor(
runtimeObject: gdjs.ShapePainterRuntimeObject,
@@ -23,6 +43,7 @@ namespace gdjs {
clear() {
this._graphics.clear();
this.invalidateBounds();
}
drawRectangle(x1: float, y1: float, x2: float, y2: float) {
@@ -33,6 +54,7 @@ namespace gdjs {
);
this._graphics.drawRect(x1, y1, x2 - x1, y2 - y1);
this._graphics.endFill();
this.invalidateBounds();
}
drawCircle(x: float, y: float, radius: float) {
@@ -43,6 +65,7 @@ namespace gdjs {
);
this._graphics.drawCircle(x, y, radius);
this._graphics.endFill();
this.invalidateBounds();
}
drawLine(x1: float, y1: float, x2: float, y2: float, thickness: float) {
@@ -68,6 +91,7 @@ namespace gdjs {
);
}
this._graphics.endFill();
this.invalidateBounds();
}
drawLineV2(x1: float, y1: float, x2: float, y2: float, thickness: float) {
@@ -79,6 +103,7 @@ namespace gdjs {
this._graphics.moveTo(x1, y1);
this._graphics.lineTo(x2, y2);
this._graphics.endFill();
this.invalidateBounds();
}
drawEllipse(x1: float, y1: float, width: float, height: float) {
@@ -89,6 +114,7 @@ namespace gdjs {
);
this._graphics.drawEllipse(x1, y1, width / 2, height / 2);
this._graphics.endFill();
this.invalidateBounds();
}
drawRoundedRectangle(
@@ -106,6 +132,7 @@ namespace gdjs {
this._graphics.drawRoundedRect(x1, y1, x2 - x1, y2 - y1, radius);
this._graphics.closePath();
this._graphics.endFill();
this.invalidateBounds();
}
drawStar(
@@ -132,6 +159,7 @@ namespace gdjs {
);
this._graphics.closePath();
this._graphics.endFill();
this.invalidateBounds();
}
drawArc(
@@ -164,6 +192,7 @@ namespace gdjs {
this._graphics.closePath();
}
this._graphics.endFill();
this.invalidateBounds();
}
drawBezierCurve(
@@ -184,6 +213,7 @@ namespace gdjs {
this._graphics.moveTo(x1, y1);
this._graphics.bezierCurveTo(cpX, cpY, cpX2, cpY2, x2, y2);
this._graphics.endFill();
this.invalidateBounds();
}
drawQuadraticCurve(
@@ -202,6 +232,7 @@ namespace gdjs {
this._graphics.moveTo(x1, y1);
this._graphics.quadraticCurveTo(cpX, cpY, x2, y2);
this._graphics.endFill();
this.invalidateBounds();
}
beginFillPath() {
@@ -213,6 +244,7 @@ namespace gdjs {
endFillPath() {
this._graphics.endFill();
this.invalidateBounds();
}
drawPathMoveTo(x1: float, y1: float) {
@@ -221,6 +253,7 @@ namespace gdjs {
drawPathLineTo(x1: float, y1: float) {
this._graphics.lineTo(x1, y1);
this.invalidateBounds();
}
drawPathBezierCurveTo(
@@ -232,6 +265,7 @@ namespace gdjs {
toY: float
) {
this._graphics.bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY);
this.invalidateBounds();
}
drawPathArc(
@@ -250,14 +284,17 @@ namespace gdjs {
gdjs.toRad(endAngle),
anticlockwise ? true : false
);
this.invalidateBounds();
}
drawPathQuadraticCurveTo(cpX: float, cpY: float, toX: float, toY: float) {
this._graphics.quadraticCurveTo(cpX, cpY, toX, toY);
this.invalidateBounds();
}
closePath() {
this._graphics.closePath();
this.invalidateBounds();
}
updateOutline(): void {
@@ -268,20 +305,185 @@ namespace gdjs {
);
}
updateXPosition(): void {
if (!this._object._absoluteCoordinates) {
this._graphics.position.x = this._object.x;
} else {
invalidateBounds() {
this._object.invalidateBounds();
this._positionXIsUpToDate = false;
this._positionYIsUpToDate = false;
}
updatePreRender(): void {
this.updatePositionIfNeeded();
}
updatePositionX(): void {
if (this._object._useAbsoluteCoordinates) {
this._graphics.pivot.x = 0;
this._graphics.position.x = 0;
} else {
// Make the drawing rotate around the rotation center.
this._graphics.pivot.x = this._object.getRotationCenterX();
// Multiply by the scale to have the scale anchor
// at the object position instead of the center.
this._graphics.position.x =
this._object.x +
this._graphics.pivot.x * Math.abs(this._graphics.scale.x);
}
this._transformationIsUpToDate = false;
}
updatePositionY(): void {
if (this._object._useAbsoluteCoordinates) {
this._graphics.pivot.y = 0;
this._graphics.position.y = 0;
} else {
this._graphics.pivot.y = this._object.getRotationCenterY();
this._graphics.position.y =
this._object.y +
this._graphics.pivot.y * Math.abs(this._graphics.scale.y);
}
this._transformationIsUpToDate = false;
}
updatePositionIfNeeded() {
if (!this._positionXIsUpToDate) {
this.updatePositionX();
this._positionXIsUpToDate = true;
}
if (!this._positionYIsUpToDate) {
this.updatePositionY();
this._positionYIsUpToDate = true;
}
}
updateYPosition(): void {
if (!this._object._absoluteCoordinates) {
this._graphics.position.y = this._object.y;
} else {
this._graphics.position.y = 0;
updateTransformationIfNeeded() {
if (!this._transformationIsUpToDate) {
this.updatePositionIfNeeded();
this._graphics.updateTransform();
}
this._transformationIsUpToDate = true;
}
updateRotationCenter(): void {
// The pivot and position depends on the rotation center point.
this._positionXIsUpToDate = false;
this._positionYIsUpToDate = false;
// The whole transformation changes based on the rotation center point.
this._transformationIsUpToDate = false;
}
updateAngle(): void {
if (this._object._useAbsoluteCoordinates) {
this._graphics.angle = 0;
} else {
this._graphics.angle = this._object.angle;
}
this._transformationIsUpToDate = false;
}
updateScaleX(): void {
if (this._object._useAbsoluteCoordinates) {
this._graphics.scale.x = 1;
} else {
this._graphics.scale.x = this._object._scaleX;
}
// updatePositionX() uses scale.x
this._positionXIsUpToDate = false;
this._transformationIsUpToDate = false;
}
updateScaleY(): void {
if (this._object._useAbsoluteCoordinates) {
this._graphics.scale.y = 1;
} else {
this._graphics.scale.y = this._object._scaleY;
}
// updatePositionY() uses scale.y
this._positionYIsUpToDate = false;
this._transformationIsUpToDate = false;
}
getDrawableX(): float {
if (this._object._useAbsoluteCoordinates) {
return this._graphics.getLocalBounds().left;
}
let localBound = this._graphics.getLocalBounds().left;
if (this._object._flippedX) {
const rotationCenterX = this._object.getRotationCenterX();
localBound = 2 * rotationCenterX - localBound;
}
// When new shape are drawn, the bounds of the object can extend.
// The object position stays the same but (drawableX; drawableY) can change.
return (
this._object.getX() + localBound * Math.abs(this._graphics.scale.x)
);
}
getDrawableY(): float {
if (this._object._useAbsoluteCoordinates) {
return this._graphics.getLocalBounds().top;
}
let localBound = this._graphics.getLocalBounds().top;
if (this._object._flippedY) {
const rotationCenterY = this._object.getRotationCenterY();
localBound = 2 * rotationCenterY - localBound;
}
return (
this._object.getY() + localBound * Math.abs(this._graphics.scale.y)
);
}
getWidth(): float {
return this._graphics.width;
}
getHeight(): float {
return this._graphics.height;
}
getUnscaledWidth(): float {
return this._graphics.getLocalBounds().width;
}
getUnscaledHeight(): float {
return this._graphics.getLocalBounds().height;
}
/**
* @returns The drawing origin relatively to the drawable top left corner.
*/
getFrameRelativeOriginX() {
return -this._graphics.getLocalBounds().left;
}
/**
* @returns The drawing origin relatively to the drawable top left corner.
*/
getFrameRelativeOriginY() {
return -this._graphics.getLocalBounds().top;
}
transformToDrawing(point: FloatPoint): FloatPoint {
this.updateTransformationIfNeeded();
const position =
ShapePainterRuntimeObjectPixiRenderer._positionForTransformation;
position.x = point[0];
position.y = point[1];
this._graphics.localTransform.applyInverse(position, position);
point[0] = position.x;
point[1] = position.y;
return point;
}
transformToScene(point: FloatPoint): FloatPoint {
this.updateTransformationIfNeeded();
const position =
ShapePainterRuntimeObjectPixiRenderer._positionForTransformation;
position.x = point[0];
position.y = point[1];
this._graphics.localTransform.apply(position, position);
point[0] = position.x;
point[1] = position.y;
return point;
}
}

View File

@@ -37,15 +37,25 @@ namespace gdjs {
* The ShapePainterRuntimeObject allows to draw graphics shapes on screen.
*/
export class ShapePainterRuntimeObject extends gdjs.RuntimeObject {
_scaleX: number = 1;
_scaleY: number = 1;
_blendMode: number = 0;
_flippedX: boolean = false;
_flippedY: boolean = false;
_customCenter: FloatPoint | null = null;
_customCollisionMask: Polygon[] | null = null;
_fillColor: integer;
_outlineColor: integer;
_fillOpacity: float;
_outlineOpacity: float;
_outlineSize: float;
_absoluteCoordinates: boolean;
_useAbsoluteCoordinates: boolean;
_clearBetweenFrames: boolean;
_renderer: gdjs.ShapePainterRuntimeObjectRenderer;
private static readonly _pointForTransformation: FloatPoint = [0, 0];
/**
* @param runtimeScene The scene the object belongs to.
* @param shapePainterObjectData The initial properties of the object
@@ -74,7 +84,7 @@ namespace gdjs {
this._fillOpacity = shapePainterObjectData.fillOpacity;
this._outlineOpacity = shapePainterObjectData.outlineOpacity;
this._outlineSize = shapePainterObjectData.outlineSize;
this._absoluteCoordinates = shapePainterObjectData.absoluteCoordinates;
this._useAbsoluteCoordinates = shapePainterObjectData.absoluteCoordinates;
this._clearBetweenFrames = shapePainterObjectData.clearBetweenFrames;
this._renderer = new gdjs.ShapePainterRuntimeObjectRenderer(
this,
@@ -133,9 +143,12 @@ namespace gdjs {
if (
oldObjectData.absoluteCoordinates !== newObjectData.absoluteCoordinates
) {
this._absoluteCoordinates = newObjectData.absoluteCoordinates;
this._renderer.updateXPosition();
this._renderer.updateYPosition();
this._useAbsoluteCoordinates = newObjectData.absoluteCoordinates;
this._renderer.updatePositionX();
this._renderer.updatePositionY();
this._renderer.updateAngle();
this._renderer.updateScaleX();
this._renderer.updateScaleY();
}
if (
oldObjectData.clearBetweenFrames !== newObjectData.clearBetweenFrames
@@ -161,7 +174,7 @@ namespace gdjs {
}
getVisibilityAABB() {
return this._absoluteCoordinates ? null : this.getAABB();
return this._useAbsoluteCoordinates ? null : this.getAABB();
}
drawRectangle(x1: float, y1: float, x2: float, y2: float) {
@@ -325,11 +338,11 @@ namespace gdjs {
}
setCoordinatesRelative(value: boolean): void {
this._absoluteCoordinates = !value;
this._useAbsoluteCoordinates = !value;
}
areCoordinatesRelative(): boolean {
return !this._absoluteCoordinates;
return !this._useAbsoluteCoordinates;
}
/**
@@ -438,7 +451,7 @@ namespace gdjs {
return;
}
super.setX(x);
this._renderer.updateXPosition();
this._renderer.updatePositionX();
}
setY(y: float): void {
@@ -446,15 +459,337 @@ namespace gdjs {
return;
}
super.setY(y);
this._renderer.updateYPosition();
this._renderer.updatePositionY();
}
setAngle(angle: float): void {
if (angle === this.angle) {
return;
}
super.setAngle(angle);
this._renderer.updateAngle();
this.hitBoxesDirty = true;
}
/**
* The center of rotation is defined relatively
* to the drawing origin (the object position).
* This avoid the center to move on the drawing
* when new shapes push the bounds.
*
* When no custom center is defined, it will move
* to stay at the center of the drawable bounds.
*
* @param x coordinate of the custom center
* @param y coordinate of the custom center
*/
setRotationCenter(x: float, y: float): void {
if (!this._customCenter) {
this._customCenter = [0, 0];
}
this._customCenter[0] = x;
this._customCenter[1] = y;
this._renderer.updateRotationCenter();
}
/**
* @returns The center X relatively to the drawing origin
* (whereas `getCenterX()` is relative to the top left drawable bound and scaled).
*/
getRotationCenterX(): float {
return this._customCenter
? this._customCenter[0]
: this._renderer.getUnscaledWidth() / 2 -
this._renderer.getFrameRelativeOriginX();
}
/**
* @returns The center Y relatively to the drawing origin
* (whereas `getCenterY()` is relative to the top left drawable bound and scaled).
*/
getRotationCenterY(): float {
return this._customCenter
? this._customCenter[1]
: this._renderer.getUnscaledHeight() / 2 -
this._renderer.getFrameRelativeOriginY();
}
getCenterX(): float {
if (!this._customCenter) {
return super.getCenterX();
}
return (
this._customCenter[0] * Math.abs(this._scaleX) +
this.getX() -
this.getDrawableX()
);
}
getCenterY(): float {
if (!this._customCenter) {
return super.getCenterY();
}
return (
this._customCenter[1] * Math.abs(this._scaleY) +
this.getY() -
this.getDrawableY()
);
}
/**
* Change the width of the object. This changes the scale on X axis of the object.
*
* @param newWidth The new width of the object, in pixels.
*/
setWidth(newWidth: float): void {
const unscaledWidth = this._renderer.getUnscaledWidth();
if (unscaledWidth !== 0) {
this.setScaleX(newWidth / unscaledWidth);
}
}
/**
* Change the height of the object. This changes the scale on Y axis of the object.
*
* @param newHeight The new height of the object, in pixels.
*/
setHeight(newHeight: float): void {
const unscaledHeight = this._renderer.getUnscaledHeight();
if (unscaledHeight !== 0) {
this.setScaleY(newHeight / unscaledHeight);
}
}
/**
* Change the scale on X and Y axis of the object.
*
* @param newScale The new scale (must be greater than 0).
*/
setScale(newScale: float): void {
this.setScaleX(newScale);
this.setScaleY(newScale);
}
/**
* Change the scale on X axis of the object (changing its width).
*
* @param newScale The new scale (must be greater than 0).
*/
setScaleX(newScale: float): void {
if (newScale < 0) {
newScale = 0;
}
if (newScale === Math.abs(this._scaleX)) {
return;
}
this._scaleX = newScale * (this._flippedX ? -1 : 1);
this._renderer.updateScaleX();
this.hitBoxesDirty = true;
}
/**
* Change the scale on Y axis of the object (changing its width).
*
* @param newScale The new scale (must be greater than 0).
*/
setScaleY(newScale: float): void {
if (newScale < 0) {
newScale = 0;
}
if (newScale === Math.abs(this._scaleY)) {
return;
}
this._scaleY = newScale * (this._flippedY ? -1 : 1);
this._renderer.updateScaleY();
this.hitBoxesDirty = true;
}
flipX(enable: boolean): void {
if (enable !== this._flippedX) {
this._scaleX *= -1;
this._flippedX = enable;
this._renderer.updateScaleX();
this.hitBoxesDirty = true;
}
}
flipY(enable: boolean): void {
if (enable !== this._flippedY) {
this._scaleY *= -1;
this._flippedY = enable;
this._renderer.updateScaleY();
this.hitBoxesDirty = true;
}
}
isFlippedX(): boolean {
return this._flippedX;
}
isFlippedY(): boolean {
return this._flippedY;
}
/**
* Get the scale of the object (or the geometric mean of the X and Y scale in case they are different).
*
* @return the scale of the object (or the geometric mean of the X and Y scale in case they are different).
*/
getScale(): number {
const scaleX = Math.abs(this._scaleX);
const scaleY = Math.abs(this._scaleY);
return scaleX === scaleY ? scaleX : Math.sqrt(scaleX * scaleY);
}
/**
* Get the scale of the object on Y axis.
*
* @return the scale of the object on Y axis
*/
getScaleY(): float {
return Math.abs(this._scaleY);
}
/**
* Get the scale of the object on X axis.
*
* @return the scale of the object on X axis
*/
getScaleX(): float {
return Math.abs(this._scaleX);
}
invalidateBounds() {
this.hitBoxesDirty = true;
}
getDrawableX(): float {
return this._renderer.getDrawableX();
}
getDrawableY(): float {
return this._renderer.getDrawableY();
}
getWidth(): float {
return 32;
return this._renderer.getWidth();
}
getHeight(): float {
return 32;
return this._renderer.getHeight();
}
updatePreRender(runtimeScene: gdjs.RuntimeScene): void {
this._renderer.updatePreRender();
}
transformToDrawing(x: float, y: float) {
const point = ShapePainterRuntimeObject._pointForTransformation;
point[0] = x;
point[1] = y;
return this._renderer.transformToDrawing(point);
}
transformToScene(x: float, y: float) {
const point = ShapePainterRuntimeObject._pointForTransformation;
point[0] = x;
point[1] = y;
return this._renderer.transformToScene(point);
}
transformToDrawingX(x: float, y: float) {
return this.transformToDrawing(x, y)[0];
}
transformToDrawingY(x: float, y: float) {
return this.transformToDrawing(x, y)[1];
}
transformToSceneX(x: float, y: float) {
return this.transformToScene(x, y)[0];
}
transformToSceneY(x: float, y: float) {
return this.transformToScene(x, y)[1];
}
setRectangularCollisionMask(
left: float,
top: float,
right: float,
bottom: float
) {
if (!this._customCollisionMask) {
const rectangle = new gdjs.Polygon();
rectangle.vertices.push([0, 0]);
rectangle.vertices.push([0, 0]);
rectangle.vertices.push([0, 0]);
rectangle.vertices.push([0, 0]);
this._customCollisionMask = [rectangle];
}
const rectangle = this._customCollisionMask[0].vertices;
rectangle[0][0] = left;
rectangle[0][1] = top;
rectangle[1][0] = right;
rectangle[1][1] = top;
rectangle[2][0] = right;
rectangle[2][1] = bottom;
rectangle[3][0] = left;
rectangle[3][1] = bottom;
this.hitBoxesDirty = true;
}
updateHitBoxes(): void {
this.hitBoxes = this._defaultHitBoxes;
const width = this.getWidth();
const height = this.getHeight();
const centerX = this.getCenterX();
const centerY = this.getCenterY();
const vertices = this.hitBoxes[0].vertices;
if (this._customCollisionMask) {
const customCollisionMaskVertices = this._customCollisionMask[0]
.vertices;
for (let i = 0; i < 4; i++) {
const point = this.transformToScene(
customCollisionMaskVertices[i][0],
customCollisionMaskVertices[i][1]
);
vertices[i][0] = point[0];
vertices[i][1] = point[1];
}
} else {
if (centerX === width / 2 && centerY === height / 2) {
vertices[0][0] = -centerX;
vertices[0][1] = -centerY;
vertices[1][0] = +centerX;
vertices[1][1] = -centerY;
vertices[2][0] = +centerX;
vertices[2][1] = +centerY;
vertices[3][0] = -centerX;
vertices[3][1] = +centerY;
} else {
vertices[0][0] = 0 - centerX;
vertices[0][1] = 0 - centerY;
vertices[1][0] = width - centerX;
vertices[1][1] = 0 - centerY;
vertices[2][0] = width - centerX;
vertices[2][1] = height - centerY;
vertices[3][0] = 0 - centerX;
vertices[3][1] = height - centerY;
}
if (!this._useAbsoluteCoordinates) {
this.hitBoxes[0].rotate(gdjs.toRad(this.getAngle()));
}
this.hitBoxes[0].move(
this.getDrawableX() + centerX,
this.getDrawableY() + centerY
);
}
}
}
gdjs.registerObject(

View File

@@ -0,0 +1,205 @@
// @ts-check
describe('gdjs.ShapePainterRuntimeObject (using a PIXI RuntimeGame with assets)', function () {
/**
* @param {gdjs.RuntimeScene} runtimeScene
*/
const makeSpriteRuntimeObjectWithCustomHitBox = (runtimeScene) =>
new gdjs.ShapePainterRuntimeObject(runtimeScene, {
name: 'obj1',
type: 'PrimitiveDrawing::Drawer',
variables: [],
behaviors: [],
effects: [],
fillColor: { r: 0, g: 0, b: 0 },
outlineColor: { r: 0, g: 0, b: 0 },
fillOpacity: 255,
outlineOpacity: 255,
outlineSize: 1,
absoluteCoordinates: false,
clearBetweenFrames: false,
});
/** @param {gdjs.RuntimeScene} runtimeScene */
const loadScene = (runtimeScene) => {
runtimeScene.loadFromScene({
layers: [
{
name: '',
visibility: true,
effects: [],
cameras: [],
ambientLightColorR: 0,
ambientLightColorG: 0,
ambientLightColorB: 0,
isLightingLayer: false,
followBaseLayerCamera: true,
},
],
r: 0,
v: 0,
b: 0,
mangledName: 'Scene1',
name: 'Scene1',
stopSoundsOnStartup: false,
title: '',
behaviorsSharedData: [],
objects: [],
instances: [],
variables: [],
});
};
it('properly computes bounds of the object (basics)', async () => {
const runtimeGame = await gdjs.getPixiRuntimeGameWithAssets();
const runtimeScene = new gdjs.RuntimeScene(runtimeGame);
loadScene(runtimeScene);
const object = makeSpriteRuntimeObjectWithCustomHitBox(runtimeScene);
expect(object.getWidth()).to.be(0);
expect(object.getHeight()).to.be(0);
object.drawLineV2(10, 10, 20, 30, 3);
// Check the automatically computed bounds:
expect(object.getDrawableX()).to.be(8.5);
expect(object.getDrawableY()).to.be(8.5);
expect(object.getWidth()).to.be(13);
expect(object.getHeight()).to.be(23);
// Check the automatic center positioning:
expect(object.getCenterXInScene()).to.be(15);
expect(object.getCenterYInScene()).to.be(20);
expect(object.getCenterX()).to.be(15 - 8.5);
expect(object.getCenterY()).to.be(20 - 8.5);
// Check hit boxes:
expect(object.getAABB()).to.eql({
min: [8.5, 8.5],
max: [8.5 + 13, 8.5 + 23],
});
// Check after scaling (scaling is done from the origin):
object.setScale(2);
expect(object.getDrawableX()).to.be(17);
expect(object.getDrawableY()).to.be(17);
expect(object.getWidth()).to.be(13 * 2);
expect(object.getHeight()).to.be(23 * 2);
expect(object.getAABB()).to.eql({ min: [17, 17], max: [43, 63] });
// Check after rotating (rotating is done from the center):
object.setAngle(45);
expect(object.getDrawableX()).to.be(17); // Drawable X/Y is not impacted...
expect(object.getDrawableY()).to.be(17);
expect(object.getWidth()).to.be(13 * 2); // ...Neither is the size
expect(object.getHeight()).to.be(23 * 2);
expect(object.getAABB()).to.eql({
// The hit boxes/AABB are rotated:
min: [4.54415587728429, 14.54415587728429],
max: [55.45584412271571, 65.45584412271572],
});
});
it('properly computes bounds of the object (custom center)', async () => {
const runtimeGame = await gdjs.getPixiRuntimeGameWithAssets();
const runtimeScene = new gdjs.RuntimeScene(runtimeGame);
loadScene(runtimeScene);
const object = makeSpriteRuntimeObjectWithCustomHitBox(runtimeScene);
expect(object.getWidth()).to.be(0);
expect(object.getHeight()).to.be(0);
object.drawLineV2(10, 10, 20, 30, 3);
object.setRotationCenter(10, 9);
// Check the automatically computed bounds (not impacted by the center):
expect(object.getDrawableX()).to.be(8.5);
expect(object.getDrawableY()).to.be(8.5);
expect(object.getWidth()).to.be(13);
expect(object.getHeight()).to.be(23);
// Check the center positioning:
expect(object.getCenterXInScene()).to.be(10);
expect(object.getCenterYInScene()).to.be(9);
expect(object.getCenterX()).to.be(10 - 8.5);
expect(object.getCenterY()).to.be(9 - 8.5);
// Check hit boxes (not impacted by the center, as no rotation is made):
expect(object.getAABB()).to.eql({
min: [8.5, 8.5],
max: [8.5 + 13, 8.5 + 23],
});
// Check after scaling (scaling is done from the origin):
object.setScale(2);
expect(object.getDrawableX()).to.be(17);
expect(object.getDrawableY()).to.be(17);
expect(object.getWidth()).to.be(13 * 2);
expect(object.getHeight()).to.be(23 * 2);
expect(object.getAABB()).to.eql({ min: [17, 17], max: [43, 63] });
// Check after rotating (rotating is done from the center):
object.setAngle(45);
expect(object.getAABB()).to.eql({
// The hit boxes/AABB are rotated:
min: [-13.941125496954278, 15.17157287525381],
max: [36.970562748477136, 66.08326112068524],
});
// Draw outside of the current bounds.
const oldMinX = object.getAABB().min[0];
const oldMinY = object.getAABB().min[1];
const oldMaxX = object.getAABB().max[0];
const oldMaxY = object.getAABB().max[1];
const oldCenterX = object.getCenterXInScene();
const oldCenterY = object.getCenterYInScene();
object.drawLineV2(-10, -10, 21, 31, 3);
// Check that the center stays the same.
expect(object.getCenterXInScene()).to.be(oldCenterX);
expect(object.getCenterYInScene()).to.be(oldCenterY);
// Check that the AABB expands.
const newAABB = object.getAABB();
expect(newAABB.min[0]).below(oldMinX);
expect(newAABB.min[1]).below(oldMinY);
expect(newAABB.max[0]).above(oldMaxX);
expect(newAABB.max[1]).above(oldMaxY);
});
it('can transform points', async () => {
const runtimeGame = await gdjs.getPixiRuntimeGameWithAssets();
const runtimeScene = new gdjs.RuntimeScene(runtimeGame);
loadScene(runtimeScene);
const object = makeSpriteRuntimeObjectWithCustomHitBox(runtimeScene);
object.drawLineV2(0, 0, 10, 10, 2);
expect(object.getWidth()).to.be(12);
expect(object.getHeight()).to.be(12);
// Check changes in position/scale are taken into account:
object.setPosition(50, 100);
expect(object.transformToScene(10, 20)).to.eql([60, 120]);
object.setScale(2);
expect(object.transformToScene(10, 20)).to.eql([70, 140]);
// Check rotation with the default center:
expect(object.getCenterXInScene()).to.be(60);
expect(object.getCenterYInScene()).to.be(110);
expect(object.transformToScene(5, 5)).to.eql([60, 110]);
expect(object.transformToScene(10, 20)).to.eql([70, 140]);
object.setAngle(90);
expect(object.transformToScene(5, 5)).to.eql([60, 110]);
expect(object.transformToScene(10, 20)).to.eql([30, 120]);
// Check rotation with a custom center:
object.setRotationCenter(20, 9);
expect(object.transformToScene(10, 20)).to.eql([68, 98]);
expect(object.transformToDrawing(68, 98)).to.eql([10, 20]);
});
});

View File

@@ -1,17 +1,21 @@
namespace gdjs {
export namespace evtTools {
export namespace spatialSound {
const logger = new gdjs.Logger('Spatial Sound');
export const setSoundPosition = (
runtimeScene: gdjs.RuntimeScene,
channel: integer,
x: float,
y: float,
z: float
) =>
runtimeScene
.getSoundManager()
.getSoundOnChannel(channel)
.setSpatialPosition(x, y, z);
) => {
const sound = runtimeScene.getSoundManager().getSoundOnChannel(channel);
if (sound) sound.setSpatialPosition(x, y, z);
else
logger.error(
`Cannot set the spatial position of a non-existing sound on channel ${channel}.`
);
};
}
}
}

View File

@@ -20,11 +20,14 @@ void DeclareTextEntryObjectExtension(gd::PlatformExtension& extension) {
"Open source (MIT License)")
.SetExtensionHelpPath("/objects/text_entry");
gd::ObjectMetadata& obj = extension.AddObject<TextEntryObject>(
"TextEntry",
_("Text entry"),
_("Invisible object used to get the text entered with the keyboard."),
"CppPlatform/Extensions/textentry.png");
gd::ObjectMetadata& obj =
extension
.AddObject<TextEntryObject>("TextEntry",
_("Text entry"),
_("Invisible object used to get the text "
"entered with the keyboard."),
"CppPlatform/Extensions/textentry.png")
.SetCategoryFullName(_("Advanced"));
#if defined(GD_IDE_ONLY)
obj.SetIncludeFile("TextEntryObject/TextEntryObject.h");

View File

@@ -26,10 +26,12 @@ void DeclareTextObjectExtension(gd::PlatformExtension& extension) {
.SetExtensionHelpPath("/objects/text");
gd::ObjectMetadata& obj =
extension.AddObject<TextObject>("Text",
_("Text"),
_("Displays a text on the screen."),
"CppPlatform/Extensions/texticon.png");
extension
.AddObject<TextObject>("Text",
_("Text"),
_("Displays a text on the screen."),
"CppPlatform/Extensions/texticon.png")
.SetCategoryFullName(_("Texts"));
#if defined(GD_IDE_ONLY)
obj.SetIncludeFile("TextObject/TextObject.h");
@@ -513,14 +515,13 @@ void DeclareTextObjectExtension(gd::PlatformExtension& extension) {
.SetFunctionName("GetAngle")
.SetIncludeFile("TextObject/TextObject.h");
obj.AddExpressionAndConditionAndAction(
"number",
"FontSize",
_("Font size"),
_("the font size of a text object"),
_("the font size"),
"",
"res/conditions/characterSize24.png")
obj.AddExpressionAndConditionAndAction("number",
"FontSize",
_("Font size"),
_("the font size of a text object"),
_("the font size"),
"",
"res/conditions/characterSize24.png")
.AddParameter("object", _("Object"), "Text")
.UseStandardParameters("number");

View File

@@ -86,6 +86,7 @@ module.exports = {
.setDescription(
_('This is the JSON file that was saved or exported from Tiled.')
)
.setGroup(_('Tilemap and tileset'))
);
objectProperties.set(
'tilesetJsonFile',
@@ -98,6 +99,7 @@ module.exports = {
"Optional, don't specify it if you've not saved the tileset in a different file."
)
)
.setGroup(_('Tilemap and tileset'))
);
objectProperties.set(
'tilemapAtlasImage',
@@ -105,6 +107,7 @@ module.exports = {
.setType('resource')
.addExtraInfo('image')
.setLabel(_('Atlas image'))
.setGroup(_('Tilemap and tileset'))
);
objectProperties.set(
'displayMode',
@@ -114,6 +117,7 @@ module.exports = {
.addExtraInfo('all')
.addExtraInfo('index')
.setLabel(_('Display mode'))
.setGroup(_('Appearance'))
);
objectProperties.set(
'layerIndex',
@@ -125,18 +129,21 @@ module.exports = {
'If "index" is selected as the display mode, this is the index of the layer to display.'
)
)
.setGroup(_('Appearance'))
);
objectProperties.set(
'animationSpeedScale',
new gd.PropertyDescriptor(objectContent.animationSpeedScale.toString())
.setType('number')
.setLabel(_('Animation speed scale'))
.setGroup(_('Animation'))
);
objectProperties.set(
'animationFps',
new gd.PropertyDescriptor(objectContent.animationFps.toString())
.setType('number')
.setLabel(_('Animation FPS'))
.setGroup(_('Animation'))
);
return objectProperties;
@@ -193,7 +200,8 @@ module.exports = {
'Extensions/TileMap/pixi-tilemap/dist/pixi-tilemap.umd.js'
)
.addIncludeFile('Extensions/TileMap/pako/dist/pako.min.js')
.addIncludeFile('Extensions/TileMap/pixi-tilemap-helper.js');
.addIncludeFile('Extensions/TileMap/pixi-tilemap-helper.js')
.setCategoryFullName(_('Advanced'));
object
.addCondition(
@@ -620,10 +628,11 @@ module.exports = {
.getValue();
try {
const tileMapJsonData = await this._pixiResourcesLoader.getResourceJsonData(
this._project,
tilemapJsonFile
);
const tileMapJsonData =
await this._pixiResourcesLoader.getResourceJsonData(
this._project,
tilemapJsonFile
);
const tilesetJsonData = tilesetJsonFile
? await this._pixiResourcesLoader.getResourceJsonData(

View File

@@ -25,11 +25,14 @@ void DeclareTiledSpriteObjectExtension(gd::PlatformExtension& extension) {
"Open source (MIT License)")
.SetExtensionHelpPath("/objects/tiled_sprite");
gd::ObjectMetadata& obj = extension.AddObject<TiledSpriteObject>(
"TiledSprite",
_("Tiled Sprite"),
_("Displays an image repeated over an area."),
"CppPlatform/Extensions/TiledSpriteIcon.png");
gd::ObjectMetadata& obj =
extension
.AddObject<TiledSpriteObject>(
"TiledSprite",
_("Tiled Sprite"),
_("Displays an image repeated over an area."),
"CppPlatform/Extensions/TiledSpriteIcon.png")
.SetCategoryFullName(_("General"));
#if defined(GD_IDE_ONLY)
obj.SetIncludeFile("TiledSpriteObject/TiledSpriteObject.h");
@@ -82,7 +85,7 @@ void DeclareTiledSpriteObjectExtension(gd::PlatformExtension& extension) {
_("Width"),
_("Modify the width of a Tiled Sprite."),
_("the width"),
_("Size and angle"),
_("Size"),
"res/actions/scaleWidth24.png",
"res/actions/scaleWidth.png")
@@ -96,7 +99,7 @@ void DeclareTiledSpriteObjectExtension(gd::PlatformExtension& extension) {
_("Width"),
_("Test the width of a Tiled Sprite."),
_("the width"),
_("Size and angle"),
_("Size"),
"res/conditions/scaleWidth24.png",
"res/conditions/scaleWidth.png")
.AddParameter("object", _("Object"), "TiledSprite")
@@ -109,7 +112,7 @@ void DeclareTiledSpriteObjectExtension(gd::PlatformExtension& extension) {
_("Height"),
_("Modify the height of a Tiled Sprite."),
_("the height"),
_("Size and angle"),
_("Size"),
"res/actions/scaleHeight24.png",
"res/actions/scaleHeight.png")
@@ -123,7 +126,7 @@ void DeclareTiledSpriteObjectExtension(gd::PlatformExtension& extension) {
_("Height"),
_("Test the height of a Tiled Sprite."),
_("the height"),
_("Size and angle"),
_("Size"),
"res/conditions/scaleHeight24.png",
"res/conditions/scaleHeight.png")
.AddParameter("object", _("Object"), "TiledSprite")
@@ -132,34 +135,31 @@ void DeclareTiledSpriteObjectExtension(gd::PlatformExtension& extension) {
.SetFunctionName("GetHeight")
.SetIncludeFile("TiledSpriteObject/TiledSpriteObject.h");
// Deprecated: now available for all objects.
obj.AddAction("Angle",
_("Angle"),
_("Modify the angle of a Tiled Sprite."),
_("the angle"),
_("Size and angle"),
_("Size"),
"res/actions/rotate24.png",
"res/actions/rotate.png")
.AddParameter("object", _("Object"), "TiledSprite")
.UseStandardOperatorParameters("number")
.MarkAsAdvanced()
.SetFunctionName("SetAngle")
.SetGetter("GetAngle")
.SetIncludeFile("TiledSpriteObject/TiledSpriteObject.h");
.SetHidden();
// Deprecated: now available for all objects.
obj.AddCondition("Angle",
"Angle",
"Test the angle of a Tiled Sprite.",
"the angle",
_("Size and angle"),
_("Size"),
"res/conditions/rotate24.png",
"res/conditions/rotate.png")
.AddParameter("object", _("Object"), "TiledSprite")
.UseStandardRelationalOperatorParameters("number")
.SetHidden() // Now available for all objects
.SetFunctionName("GetAngle")
.SetIncludeFile("TiledSpriteObject/TiledSpriteObject.h");
.SetHidden();
obj.AddAction(
"XOffset",
@@ -196,8 +196,8 @@ void DeclareTiledSpriteObjectExtension(gd::PlatformExtension& extension) {
_("Modify the offset used on the Y axis when displaying the image."),
_("the Y offset"),
_("Image offset"),
"res/conditions/scaleWidth24.png",
"res/conditions/scaleWidth.png")
"res/conditions/scaleHeight24.png",
"res/conditions/scaleHeight.png")
.AddParameter("object", _("Object"), "TiledSprite")
.UseStandardOperatorParameters("number")
.MarkAsAdvanced()
@@ -211,8 +211,8 @@ void DeclareTiledSpriteObjectExtension(gd::PlatformExtension& extension) {
_("Test the offset used on the Y axis when displaying the image."),
_("the Y offset"),
_("Image offset"),
"res/conditions/scaleWidth24.png",
"res/conditions/scaleWidth.png")
"res/conditions/scaleHeight24.png",
"res/conditions/scaleHeight.png")
.AddParameter("object", _("Object"), "TiledSprite")
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced()

View File

@@ -77,17 +77,22 @@ class TiledSpriteObjectJsExtension : public gd::PlatformExtension {
.SetFunctionName("getHeight")
.SetIncludeFile(
"Extensions/TiledSpriteObject/tiledspriteruntimeobject.js");
// Deprecated: now available for all objects.
GetAllActionsForObject(
"TiledSpriteObject::TiledSprite")["TiledSpriteObject::Angle"]
.SetFunctionName("setAngle")
.SetGetter("getAngle")
.SetIncludeFile(
"Extensions/TiledSpriteObject/tiledspriteruntimeobject.js");
// Deprecated: now available for all objects.
GetAllConditionsForObject(
"TiledSpriteObject::TiledSprite")["TiledSpriteObject::Angle"]
.SetFunctionName("getAngle")
.SetIncludeFile(
"Extensions/TiledSpriteObject/tiledspriteruntimeobject.js");
GetAllActionsForObject(
"TiledSpriteObject::TiledSprite")["TiledSpriteObject::XOffset"]
.SetFunctionName("setXOffset")

View File

@@ -76,11 +76,19 @@ namespace gdjs {
}
updateXOffset(): void {
this._tiledSprite.tilePosition.x = -this._object._xOffset;
// Known PIXI.js issue, the coordinates should not exceed the width/height of the texture,
// otherwise the texture will be pixelated over time.
// See https://github.com/pixijs/pixijs/issues/7891#issuecomment-947549553
this._tiledSprite.tilePosition.x =
-this._object._xOffset % this._tiledSprite.texture.width;
}
updateYOffset(): void {
this._tiledSprite.tilePosition.y = -this._object._yOffset;
// Known PIXI.js issue, the coordinates should not exceed the width/height of the texture,
// otherwise the texture will be pixelated over time.
// See https://github.com/pixijs/pixijs/issues/7891#issuecomment-947549553
this._tiledSprite.tilePosition.y =
-this._object._yOffset % this._tiledSprite.texture.height;
}
setColor(rgbColor): void {

View File

@@ -26,7 +26,7 @@ void DeclareTopDownMovementBehaviorExtension(gd::PlatformExtension& extension) {
"TopDownMovementBehavior",
_("Top-down movement (4 or 8 directions)"),
"TopDownMovement",
_("Objects with this behavior can be moved left, up, right, and "
_("Move objects left, up, right, and "
"down (and, optionally, diagonally)."),
"",
"CppPlatform/Extensions/topdownmovementicon.png",
@@ -541,4 +541,4 @@ void DeclareTopDownMovementBehaviorExtension(gd::PlatformExtension& extension) {
.AddParameter("behavior", _("Behavior"), "TopDownMovementBehavior")
.UseStandardParameters("number");
#endif
}
}

View File

@@ -45,23 +45,24 @@ TopDownMovementBehavior::GetProperties(
const gd::SerializerElement& behaviorContent) const {
std::map<gd::String, gd::PropertyDescriptor> properties;
properties[_("Allows diagonals")]
properties[_("Allows diagonals")].SetGroup(_("Movement"))
.SetValue(behaviorContent.GetBoolAttribute("allowDiagonals") ? "true"
: "false")
.SetType("Boolean");
properties[_("Acceleration")].SetValue(
properties[_("Acceleration")].SetGroup(_("Movement")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("acceleration")));
properties[_("Deceleration")].SetValue(
properties[_("Deceleration")].SetGroup(_("Movement")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("deceleration")));
properties[_("Max. speed")].SetValue(
properties[_("Max. speed")].SetGroup(_("Movement")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("maxSpeed")));
properties[_("Rotate speed")].SetValue(
properties[_("Rotate speed")].SetGroup(_("Rotation")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("angularMaxSpeed")));
properties[_("Rotate object")]
.SetGroup(_("Rotation"))
.SetValue(behaviorContent.GetBoolAttribute("rotateObject") ? "true"
: "false")
.SetType("Boolean");
properties[_("Angle offset")].SetValue(
properties[_("Angle offset")].SetGroup(_("Rotation")).SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("angleOffset")));
properties[_("Default controls")]
.SetValue(behaviorContent.GetBoolAttribute("ignoreDefaultControls")
@@ -80,6 +81,7 @@ TopDownMovementBehavior::GetProperties(
else if (viewpoint == "CustomIsometry")
viewpointStr = _("Custom Isometry");
properties[_("Viewpoint")]
.SetGroup(_("Viewpoint"))
.SetValue(viewpointStr)
.SetType("Choice")
.AddExtraInfo(_("Top-Down"))
@@ -87,11 +89,13 @@ TopDownMovementBehavior::GetProperties(
.AddExtraInfo(_("True Isometry (30°)"))
.AddExtraInfo(_("Custom Isometry"));
properties[_("Custom isometry angle")]
.SetGroup(_("Viewpoint"))
.SetValue(gd::String::From(
behaviorContent.GetDoubleAttribute("customIsometryAngle")))
.SetDescription(_("If you choose \"Custom Isometry\", this allows to "
"specify the angle of your isometry projection."));
properties[_("Movement angle offset")]
.SetGroup(_("Viewpoint"))
.SetValue(gd::String::From(
behaviorContent.GetDoubleAttribute("movementAngleOffset")))
.SetDescription(_(

View File

@@ -1,8 +1,9 @@
// @ts-check
describe('gdjs.TopDownMovementRuntimeBehavior', function () {
const epsilon = 1 / (2 << 8);
const topDownName = 'auto1';
const createScene = () => {
const createScene = (timeDelta = 1000 / 60) => {
const runtimeGame = new gdjs.RuntimeGame({
variables: [],
// @ts-ignore - missing properties.
@@ -38,7 +39,7 @@ describe('gdjs.TopDownMovementRuntimeBehavior', function () {
instances: [],
});
runtimeScene._timeManager.getElapsedTime = function () {
return (1 / 60) * 1000;
return timeDelta;
};
return runtimeScene;
};
@@ -427,4 +428,28 @@ describe('gdjs.TopDownMovementRuntimeBehavior', function () {
});
});
});
[20, 30, 60, 120].forEach((framesPerSecond) => {
describe(`(frames per second: ${framesPerSecond})`, function () {
let runtimeScene;
let player;
beforeEach(function () {
runtimeScene = createScene(1000 / framesPerSecond);
player = addPlayer(runtimeScene, true);
});
it('moves the same distance', function () {
player.setPosition(200, 300);
runtimeScene.renderAndStep(1000 / 60);
// It takes 0,5 second to reach the maximum speed because
// the acceleration is 400 and maxSpeed is 200.
for (let i = 0; i < framesPerSecond / 2; i++) {
player.getBehavior(topDownName).simulateRightKey();
runtimeScene.renderAndStep(1000 / framesPerSecond);
}
expect(player.getX()).to.be.within(250 - epsilon, 250 + epsilon);
});
});
});
});

View File

@@ -324,7 +324,10 @@ namespace gdjs {
const timeDelta = this.owner.getElapsedTime(runtimeScene) / 1000;
let directionInRad = 0;
let directionInDeg = 0;
//Update the speed of the object
const previousVelocityX = this._xVelocity;
const previousVelocityY = this._yVelocity;
// Update the speed of the object:
if (direction !== -1) {
directionInRad =
((direction + this._movementAngleOffset / 45) * Math.PI) / 4.0;
@@ -344,52 +347,57 @@ namespace gdjs {
this._yVelocity += norm * Math.sin(directionInRad);
this._stickForce = 0;
} else {
} else if (this._yVelocity !== 0 || this._xVelocity !== 0) {
directionInRad = Math.atan2(this._yVelocity, this._xVelocity);
directionInDeg =
(Math.atan2(this._yVelocity, this._xVelocity) * 180.0) / Math.PI;
directionInDeg = (directionInRad * 180.0) / Math.PI;
const xVelocityWasPositive = this._xVelocity >= 0;
const yVelocityWasPositive = this._yVelocity >= 0;
this._xVelocity -=
this._deceleration * timeDelta * Math.cos(directionInRad);
this._yVelocity -=
this._deceleration * timeDelta * Math.sin(directionInRad);
// @ts-ignore
if ((this._xVelocity > 0) ^ xVelocityWasPositive) {
if (this._xVelocity > 0 !== xVelocityWasPositive) {
this._xVelocity = 0;
}
// @ts-ignore
if ((this._yVelocity > 0) ^ yVelocityWasPositive) {
if (this._yVelocity > 0 !== yVelocityWasPositive) {
this._yVelocity = 0;
}
}
const speed = Math.sqrt(
this._xVelocity * this._xVelocity + this._yVelocity * this._yVelocity
);
if (speed > this._maxSpeed) {
const squaredSpeed =
this._xVelocity * this._xVelocity + this._yVelocity * this._yVelocity;
if (squaredSpeed > this._maxSpeed * this._maxSpeed) {
this._xVelocity = this._maxSpeed * Math.cos(directionInRad);
this._yVelocity = this._maxSpeed * Math.sin(directionInRad);
}
// No acceleration for angular speed for now.
this._angularSpeed = this._angularMaxSpeed;
//No acceleration for angular speed for now
//Position object
// Position object.
// This is a Verlet integration considering the acceleration as constant.
// If you expand deltaX or deltaY, it gives, thanks to the usage of both
// the old and the new velocity:
// "velocity * timeDelta + acceleration * timeDelta^2 / 2".
//
// The acceleration is not actually always constant, particularly with a gamepad,
// but the error is multiplied by timDelta^3. So, it shouldn't matter much.
const deltaX = ((previousVelocityX + this._xVelocity) / 2) * timeDelta;
const deltaY = ((previousVelocityY + this._yVelocity) / 2) * timeDelta;
if (this._basisTransformation === null) {
// Top-down viewpoint
object.setX(object.getX() + this._xVelocity * timeDelta);
object.setY(object.getY() + this._yVelocity * timeDelta);
object.setX(object.getX() + deltaX);
object.setY(object.getY() + deltaY);
} else {
// Isometry viewpoint
const point = this._temporaryPointForTransformations;
point[0] = this._xVelocity * timeDelta;
point[1] = this._yVelocity * timeDelta;
point[0] = deltaX;
point[1] = deltaY;
this._basisTransformation.toScreen(point, point);
object.setX(object.getX() + point[0]);
object.setY(object.getY() + point[1]);
}
//Also update angle if needed
// Also update angle if needed.
if (this._xVelocity !== 0 || this._yVelocity !== 0) {
this._angle = directionInDeg;
if (this._rotateObject) {

View File

@@ -63,7 +63,7 @@ module.exports = {
_('Tween'),
'Tween',
_(
'Smoothly animate position, angle, scale and other properties of the object.'
'Smoothly animate position, angle, scale and other properties of objects.'
),
'',
'JsPlatform/Extensions/tween_behavior32.png',

View File

@@ -1,22 +0,0 @@
Copyright (c) 2013 Jeremy Kahn
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

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