Initial GDevelop project import

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2026-07-28 10:47:32 -04:00
parent 8a5417b59e
commit 8bf6a02036
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if (typeof gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown !== "undefined") {
gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown.registeredGdjsCallbacks.forEach(callback =>
gdjs._unregisterCallback(callback)
);
}
gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown = {};
gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown.idToCallbackMap = new Map();
gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown.userFunc0xa43328 = function GDJSInlineCode(runtimeScene, eventsFunctionContext) {
"use strict";
if (gdjs.__pixelPerfectExtension) {
return;
}
const epsilon = 1 / (1 << 20);
class PixelPerfectTopDownMovement {
/**
* @param {gdjs.RuntimeBehavior} pixelPerfectBehavior
* @param {gdjs.TopDownMovementRuntimeBehavior} topDownBehavior
*/
constructor(pixelPerfectBehavior, topDownBehavior) {
/** @type {gdjs.RuntimeBehavior} */
this.pixelPerfectBehavior = pixelPerfectBehavior;
/** @type {gdjs.TopDownMovementRuntimeBehavior} */
this.topDownBehavior = topDownBehavior;
topDownBehavior.registerHook(this);
/** @type {number | null} */
this.targetX = null;
/** @type {number | null} */
this.targetY = null;
this.targetDirectionX = 0;
this.targetDirectionY = 0;
this.lastDirection = -1;
this.isVelocityAdjusted = false;
this.isVelocityAdjustedOnX = false;
this.isVelocityAdjustedOnY = false;
}
/**
* Return the direction to use instead of the direction given in
* parameter.
* @param {gdjs.TopDownMovementRuntimeBehavior.TopDownMovementHookContext} context
* @return {number}
*/
overrideDirection(context) {
let direction = context.getDirection();
if (!this.pixelPerfectBehavior.activated()) {
return direction;
}
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
const that = this.topDownBehavior;
const object = that.owner;
if (cellSize <= 0 || that._allowDiagonals) {
return direction;
}
// Forbid to turn before being aligned on the grid.
const timeDelta = object.getElapsedTime() / 1000;
const deltaX = Math.abs(that._xVelocity * timeDelta);
const deltaY = Math.abs(that._yVelocity * timeDelta);
const isTryingToMoveOnX = direction === 4 || direction === 0;
const isTryingToMoveOnY = direction === 6 || direction === 2;
if (isTryingToMoveOnX) {
if (that._yVelocity < 0) {
if (Math.abs(this.ceilToCellY(object.y) - object.y) > deltaY) {
direction = 6;
} else {
object.y = this.ceilToCellY(object.y);
}
}
if (that._yVelocity > 0) {
if (Math.abs(this.floorToCellY(object.y) - object.y) > deltaY) {
direction = 2;
} else {
object.y = this.floorToCellY(object.y);
}
}
} else if (isTryingToMoveOnY) {
if (that._xVelocity < 0) {
if (Math.abs(this.ceilToCellX(object.x) - object.x) > deltaX) {
direction = 4;
} else {
object.x = this.ceilToCellX(object.x);
}
}
if (that._xVelocity > 0) {
if (Math.abs(this.floorToCellX(object.x) - object.x) > deltaX) {
direction = 0;
} else {
object.x = this.floorToCellX(object.x);
}
}
}
// Ensure sharp turn even with Verlet integrations.
const speed = Math.abs(that._xVelocity + that._yVelocity);
if (direction === 0) {
that._xVelocity = speed;
that._yVelocity = 0;
} else if (direction === 4) {
that._xVelocity = -speed;
that._yVelocity = 0;
} else if (direction === 2) {
that._yVelocity = speed;
that._xVelocity = 0;
} else if (direction === 6) {
that._yVelocity = -speed;
that._xVelocity = 0;
}
this.lastDirection = direction;
return direction;
}
/**
* Called before the acceleration and new direction is applied to the
* velocity.
* @param {gdjs.TopDownMovementRuntimeBehavior.TopDownMovementHookContext} context
*/
beforeSpeedUpdate(context) {
if (!this.pixelPerfectBehavior.activated()) {
return;
}
const direction = context.getDirection();
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
const that = this.topDownBehavior;
const object = that.owner;
if (cellSize <= 0) {
return;
}
const isMovingOnX =
direction !== -1 && direction !== 2 && direction !== 6;
if (isMovingOnX) {
this.targetX = null;
} else if (this.targetX === null) {
// Find where the deceleration should stop the object.
if (that._xVelocity > 0) {
this.targetX = this.ceilToCellX(
object.x + this.getBreakingDistanceX()
);
this.targetDirectionX = 1;
}
if (that._xVelocity < 0) {
this.targetX = this.floorToCellX(
object.x - this.getBreakingDistanceX()
);
this.targetDirectionX = -1;
}
}
const isMovingOnY =
direction !== -1 && direction !== 0 && direction !== 4;
if (isMovingOnY) {
this.targetY = null;
} else if (this.targetY === null) {
// Find where the deceleration should stop the object.
if (that._yVelocity > 0) {
this.targetY = this.ceilToCellY(
object.y + this.getBreakingDistanceY()
);
this.targetDirectionY = 1;
}
if (that._yVelocity < 0) {
this.targetY = this.floorToCellY(
object.y - this.getBreakingDistanceY()
);
this.targetDirectionY = -1;
}
}
// Make as if the player had press button a bit longer to reach exactly
// the next cell.
this.isVelocityAdjustedOnX = this.targetX !== null;
if (this.isVelocityAdjustedOnX) {
if (this.targetDirectionX > 0) {
if (this.targetX > object.getX()) {
that._xVelocity = Math.min(
that._xVelocity + that._acceleration,
that._maxSpeed,
this.getSpeedToReach(this.targetX - object.getX())
);
}
const nextFrameX = object.getX() + that._xVelocity * object.getElapsedTime() / 1000;
if (this.targetX <= nextFrameX) {
that._xVelocity = 0;
object.setX(this.roundToCellX(object.getX()));
this.targetX = null;
}
}
if (this.targetDirectionX < 0) {
if (this.targetX < object.getX()) {
that._xVelocity = Math.max(
that._xVelocity - that._acceleration,
-that._maxSpeed,
this.getSpeedToReach(this.targetX - object.getX())
);
}
const nextFrameX = object.getX() + that._xVelocity * object.getElapsedTime() / 1000;
if (this.targetX >= nextFrameX) {
that._xVelocity = 0;
object.setX(this.roundToCellX(object.getX()));
this.targetX = null;
}
}
// The velocity is exact. There no need for Verlet integration.
this.previousVelocityX = that._xVelocity;
}
this.isVelocityAdjustedOnY = this.targetY !== null;
if (this.isVelocityAdjustedOnY) {
if (this.targetDirectionY > 0) {
if (this.targetY > object.getY()) {
that._yVelocity = Math.min(
that._yVelocity + that._acceleration,
that._maxSpeed,
this.getSpeedToReach(this.targetY - object.getY())
);
}
const nextFrameY = object.getY() + that._yVelocity * object.getElapsedTime() / 1000;
if (this.targetY <= nextFrameY) {
that._yVelocity = 0;
object.setY(this.roundToCellY(object.getY()));
this.targetY = null;
}
}
if (this.targetDirectionY < 0) {
if (this.targetY < object.getY()) {
that._yVelocity = Math.max(
that._yVelocity - that._acceleration,
-that._maxSpeed,
this.getSpeedToReach(this.targetY - object.getY())
);
}
const nextFrameY = object.getY() + that._yVelocity * object.getElapsedTime() / 1000;
if (this.targetY >= nextFrameY) {
that._yVelocity = 0;
object.setY(this.roundToCellY(object.getY()));
this.targetY = null;
}
}
// The velocity is exact. There no need for Verlet integration.
this.previousVelocityY = that._yVelocity;
}
}
/**
* Called before the velocity is applied to the object position and
* angle.
*/
beforePositionUpdate() {
if (!this.pixelPerfectBehavior.activated()) {
return;
}
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
if (cellSize <= 0) {
return;
}
const that = this.topDownBehavior;
if (this.isVelocityAdjustedOnX) {
// The velocity is exact. There no need for Verlet integration.
that._xVelocity = this.previousVelocityX;
}
if (this.isVelocityAdjustedOnY) {
// The velocity is exact. There no need for Verlet integration.
that._yVelocity = this.previousVelocityY;
}
}
doStepPostEvents(instanceContainer) {
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
if (cellSize <= 0) {
return;
}
const that = this.topDownBehavior;
const object = that.owner;
const isMovingOnX =
this.lastDirection !== -1 &&
this.lastDirection !== 2 &&
this.lastDirection !== 6;
const isMovingOnY =
this.lastDirection !== -1 &&
this.lastDirection !== 0 &&
this.lastDirection !== 4;
// Avoid rounding errors after a call to "separate" to make characters
// move indefinitely in front of a wall because they can't reach the cell.
if (!isMovingOnX && that._xVelocity !== 0) {
const x = object.getX();
const roundedX = this.roundToCellX(x);
if (Math.abs(roundedX - x) < epsilon) {
object.setX(roundedX);
this.targetDirectionX = 0;
that._xVelocity = 0;
}
}
if (!isMovingOnY && that._yVelocity !== 0) {
const y = object.getY();
const roundedY = this.roundToCellY(y);
if (Math.abs(roundedY - y) < epsilon) {
object.setY(roundedY);
this.targetDirectionY = 0;
that._yVelocity = 0;
}
}
}
/**
* @returns {number} the braking distance according to an initial speed and a deceleration.
*/
getBreakingDistanceX() {
const that = this.topDownBehavior;
return (that._xVelocity * that._xVelocity) / (2 * that._deceleration);
}
/**
* @returns {number} the braking distance according to an initial speed and a deceleration.
*/
getBreakingDistanceY() {
const that = this.topDownBehavior;
return (that._yVelocity * that._yVelocity) / (2 * that._deceleration);
}
/**
* @param {number} displacement
* @returns {number} the speed necessary to cover a distance according to the deceleration.
*/
getSpeedToReach(displacement) {
const that = this.topDownBehavior;
return (
Math.sign(displacement) *
Math.sqrt(2 * Math.abs(displacement) * that._deceleration)
);
}
/**
* @param {number} x
* @return {number}
*/
ceilToCellX(x) {
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
/** @type {number} */
const gridOffsetX = this.pixelPerfectBehavior._getOffsetX();
return (
gridOffsetX +
cellSize * Math.ceil((x - gridOffsetX) / cellSize)
);
}
/**
* @param {number} x
* @return {number}
*/
roundToCellX(x) {
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
/** @type {number} */
const gridOffsetX = this.pixelPerfectBehavior._getOffsetX();
return (
gridOffsetX +
cellSize * Math.round((x - gridOffsetX) / cellSize)
);
}
/**
* @param {number} x
* @return {number}
*/
floorToCellX(x) {
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
/** @type {number} */
const gridOffsetX = this.pixelPerfectBehavior._getOffsetX();
return (
gridOffsetX +
cellSize * Math.floor((x - gridOffsetX) / cellSize)
);
}
/**
* @param {number} y
* @return {number}
*/
ceilToCellY(y) {
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
/** @type {number} */
const gridOffsetY = this.pixelPerfectBehavior._getOffsetY();
return (
gridOffsetY +
cellSize * Math.ceil((y - gridOffsetY) / cellSize)
);
}
/**
* @param {number} y
* @return {number}
*/
roundToCellY(y) {
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
/** @type {number} */
const gridOffsetY = this.pixelPerfectBehavior._getOffsetY();
return (
gridOffsetY +
cellSize * Math.round((y - gridOffsetY) / cellSize)
);
}
/**
* @param {number} y
* @return {number}
*/
floorToCellY(y) {
/** @type {number} */
const cellSize = this.pixelPerfectBehavior._getPixelSize();
/** @type {number} */
const gridOffsetY = this.pixelPerfectBehavior._getOffsetY();
return (
gridOffsetY +
cellSize * Math.floor((y - gridOffsetY) / cellSize)
);
}
}
gdjs.__pixelPerfectExtension = {
PixelPerfectTopDownMovement
}
};
gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown.eventsList0 = function(runtimeScene, eventsFunctionContext) {
{
gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown.userFunc0xa43328(runtimeScene, eventsFunctionContext);
}
};
gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown.func = function(runtimeScene, parentEventsFunctionContext) {
let scopeInstanceContainer = null;
var eventsFunctionContext = {
_objectsMap: {
},
_objectArraysMap: {
},
_behaviorNamesMap: {
},
globalVariablesForExtension: runtimeScene.getGame().getVariablesForExtension("PixelPerfectMovement"),
sceneVariablesForExtension: runtimeScene.getScene().getVariablesForExtension("PixelPerfectMovement"),
localVariables: [],
getObjects: function(objectName) {
return eventsFunctionContext._objectArraysMap[objectName] || [];
},
getObjectsLists: function(objectName) {
return eventsFunctionContext._objectsMap[objectName] || null;
},
getBehaviorName: function(behaviorName) {
return eventsFunctionContext._behaviorNamesMap[behaviorName] || behaviorName;
},
createObject: function(objectName) {
const objectsList = eventsFunctionContext._objectsMap[objectName];
if (objectsList) {
const object = parentEventsFunctionContext && !(scopeInstanceContainer && scopeInstanceContainer.isObjectRegistered(objectName)) ?
parentEventsFunctionContext.createObject(objectsList.firstKey()) :
runtimeScene.createObject(objectsList.firstKey());
if (object) {
objectsList.get(objectsList.firstKey()).push(object);
if (!(scopeInstanceContainer && scopeInstanceContainer.isObjectRegistered(objectName))) {
eventsFunctionContext._objectArraysMap[objectName].push(object);
}
}
return object;
}
return null;
},
getInstancesCountOnScene: function(objectName) {
const objectsList = eventsFunctionContext._objectsMap[objectName];
let count = 0;
if (objectsList) {
for(const objectName in objectsList.items)
count += parentEventsFunctionContext && !(scopeInstanceContainer && scopeInstanceContainer.isObjectRegistered(objectName)) ?
parentEventsFunctionContext.getInstancesCountOnScene(objectName) :
runtimeScene.getInstancesCountOnScene(objectName);
}
return count;
},
getLayer: function(layerName) {
return runtimeScene.getLayer(layerName);
},
getArgument: function(argName) {
return "";
},
getOnceTriggers: function() { return runtimeScene.getOnceTriggers(); }
};
gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown.eventsList0(runtimeScene, eventsFunctionContext);
return;
}
gdjs.evtsExt__PixelPerfectMovement__DefineJavaScriptForTopDown.registeredGdjsCallbacks = [];