2019-04-10 02:17:56 +00:00
|
|
|
package uix
|
|
|
|
|
|
|
|
import (
|
2019-04-19 01:15:05 +00:00
|
|
|
"errors"
|
|
|
|
"fmt"
|
|
|
|
|
2019-04-10 02:17:56 +00:00
|
|
|
"git.kirsle.net/apps/doodle/lib/render"
|
|
|
|
"git.kirsle.net/apps/doodle/pkg/doodads"
|
|
|
|
"git.kirsle.net/apps/doodle/pkg/level"
|
2019-05-05 23:32:30 +00:00
|
|
|
"github.com/robertkrimen/otto"
|
2019-04-10 02:17:56 +00:00
|
|
|
uuid "github.com/satori/go.uuid"
|
|
|
|
)
|
|
|
|
|
|
|
|
// Actor is an object that marries together the three things that make a
|
|
|
|
// Doodad instance "tick" while inside a Canvas:
|
|
|
|
//
|
|
|
|
// - uix.Actor is a doodads.Drawing so it fulfills doodads.Actor to be a
|
|
|
|
// dynamic object during gameplay.
|
|
|
|
// - It has a pointer to the level.Actor indicating its static level data
|
|
|
|
// as defined in the map: its spawn coordinate and configuration.
|
|
|
|
// - A uix.Canvas that can present the actor's graphics to the screen.
|
|
|
|
type Actor struct {
|
|
|
|
doodads.Drawing
|
|
|
|
Actor *level.Actor
|
|
|
|
Canvas *Canvas
|
2019-04-19 01:15:05 +00:00
|
|
|
|
|
|
|
activeLayer int // active drawing frame for display
|
|
|
|
flagDestroy bool // flag the actor for destruction
|
2019-05-05 23:32:30 +00:00
|
|
|
|
2019-05-06 02:04:02 +00:00
|
|
|
// Actor runtime variables.
|
|
|
|
hasGravity bool
|
2019-05-29 04:43:30 +00:00
|
|
|
hitbox render.Rect
|
|
|
|
data map[string]string
|
2019-05-06 02:04:02 +00:00
|
|
|
|
2019-05-05 23:32:30 +00:00
|
|
|
// Animation variables.
|
|
|
|
animations map[string]*Animation
|
|
|
|
activeAnimation *Animation
|
|
|
|
animationCallback otto.Value
|
2019-04-10 02:17:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// NewActor sets up a uix.Actor.
|
|
|
|
// If the id is blank, a new UUIDv4 is generated.
|
|
|
|
func NewActor(id string, levelActor *level.Actor, doodad *doodads.Doodad) *Actor {
|
|
|
|
if id == "" {
|
|
|
|
id = uuid.Must(uuid.NewV4()).String()
|
|
|
|
}
|
|
|
|
|
|
|
|
size := int32(doodad.Layers[0].Chunker.Size)
|
|
|
|
can := NewCanvas(int(size), false)
|
|
|
|
can.Name = id
|
|
|
|
|
|
|
|
// TODO: if the Background is render.Invisible it gets defaulted to
|
|
|
|
// White somewhere and the Doodad masks the level drawing behind it.
|
|
|
|
can.SetBackground(render.RGBA(0, 0, 1, 0))
|
|
|
|
|
|
|
|
can.LoadDoodad(doodad)
|
|
|
|
can.Resize(render.NewRect(size, size))
|
|
|
|
|
2019-04-14 22:25:03 +00:00
|
|
|
actor := &Actor{
|
2019-05-05 23:32:30 +00:00
|
|
|
Drawing: doodads.NewDrawing(id, doodad),
|
|
|
|
Actor: levelActor,
|
|
|
|
Canvas: can,
|
|
|
|
animations: map[string]*Animation{},
|
2019-04-10 02:17:56 +00:00
|
|
|
}
|
2019-04-14 22:25:03 +00:00
|
|
|
|
|
|
|
// Give the Canvas a pointer to its (parent) Actor so it can draw its debug
|
|
|
|
// label and show the World Position of the actor within the world.
|
|
|
|
can.actor = actor
|
|
|
|
|
|
|
|
return actor
|
2019-04-10 02:17:56 +00:00
|
|
|
}
|
2019-04-19 01:15:05 +00:00
|
|
|
|
2019-05-06 02:04:02 +00:00
|
|
|
// SetGravity configures whether the actor is affected by gravity.
|
|
|
|
func (a *Actor) SetGravity(v bool) {
|
|
|
|
a.hasGravity = v
|
|
|
|
}
|
|
|
|
|
2019-05-07 05:57:32 +00:00
|
|
|
// GetBoundingRect gets the bounding box of the actor's doodad.
|
|
|
|
func (a *Actor) GetBoundingRect() render.Rect {
|
|
|
|
return doodads.GetBoundingRect(a)
|
|
|
|
}
|
|
|
|
|
2019-05-29 04:43:30 +00:00
|
|
|
// SetHitbox sets the actor's elected hitbox.
|
|
|
|
func (a *Actor) SetHitbox(x, y, w, h int) {
|
|
|
|
a.hitbox = render.Rect{
|
|
|
|
X: int32(x),
|
|
|
|
Y: int32(y),
|
|
|
|
W: int32(w),
|
|
|
|
H: int32(h),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Hitbox returns the actor's elected hitbox.
|
|
|
|
func (a *Actor) Hitbox() render.Rect {
|
|
|
|
return a.hitbox
|
|
|
|
}
|
|
|
|
|
|
|
|
// SetData sets an arbitrary field in the actor's K/V storage.
|
|
|
|
func (a *Actor) SetData(key, value string) {
|
|
|
|
if a.data == nil {
|
|
|
|
a.data = map[string]string{}
|
|
|
|
}
|
|
|
|
a.data[key] = value
|
|
|
|
}
|
|
|
|
|
|
|
|
// GetData gets an arbitrary field from the actor's K/V storage.
|
|
|
|
// Missing keys just return a blank string (friendly to the JavaScript
|
|
|
|
// environment).
|
|
|
|
func (a *Actor) GetData(key string) string {
|
|
|
|
if a.data == nil {
|
|
|
|
return ""
|
|
|
|
}
|
|
|
|
|
|
|
|
v, _ := a.data[key]
|
|
|
|
return v
|
|
|
|
}
|
|
|
|
|
2019-04-19 01:15:05 +00:00
|
|
|
// LayerCount returns the number of layers in this actor's drawing.
|
|
|
|
func (a *Actor) LayerCount() int {
|
|
|
|
return len(a.Doodad.Layers)
|
|
|
|
}
|
|
|
|
|
|
|
|
// ShowLayer sets the actor's ActiveLayer to the index given.
|
|
|
|
func (a *Actor) ShowLayer(index int) error {
|
|
|
|
if index < 0 {
|
|
|
|
return errors.New("layer index must be 0 or greater")
|
|
|
|
} else if index > len(a.Doodad.Layers) {
|
|
|
|
return fmt.Errorf("layer %d out of range for doodad's layers", index)
|
|
|
|
}
|
|
|
|
|
|
|
|
a.activeLayer = index
|
|
|
|
a.Canvas.Load(a.Doodad.Palette, a.Doodad.Layers[index].Chunker)
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy deletes the actor from the running level.
|
|
|
|
func (a *Actor) Destroy() {
|
|
|
|
a.flagDestroy = true
|
|
|
|
}
|