doodle/pkg/uix/actor.go

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package uix
import (
"errors"
"fmt"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/go/render"
"github.com/google/uuid"
"github.com/robertkrimen/otto"
)
// 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
activeLayer int // active drawing frame for display
flagDestroy bool // flag the actor for destruction
// Actor runtime variables.
hasGravity bool
isMobile bool // Mobile character, such as the player or an enemy
noclip bool // Disable collision detection
hitbox render.Rect
data map[string]string
// Animation variables.
animations map[string]*Animation
activeAnimation *Animation
animationCallback otto.Value
}
// 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.NewRandom()).String()
}
size := 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))
actor := &Actor{
Drawing: doodads.NewDrawing(id, doodad),
Actor: levelActor,
Canvas: can,
animations: map[string]*Animation{},
}
// 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
}
// SetGravity configures whether the actor is affected by gravity.
func (a *Actor) SetGravity(v bool) {
a.hasGravity = v
}
// SetMobile configures whether the actor is a mobile character (i.e. is the
// player or a mobile enemy). Mobile characters can set off certain traps when
// touched but non-mobile actors don't set each other off if touching.
func (a *Actor) SetMobile(v bool) {
a.isMobile = v
}
// IsMobile returns whether the actor is a mobile character.
func (a *Actor) IsMobile() bool {
return a.isMobile
}
// SetNoclip sets the noclip setting for an actor. If true, the actor can
// clip through level geometry.
func (a *Actor) SetNoclip(v bool) {
a.noclip = v
}
// GetBoundingRect gets the bounding box of the actor's doodad.
func (a *Actor) GetBoundingRect() render.Rect {
return doodads.GetBoundingRect(a)
}
// SetHitbox sets the actor's elected hitbox.
func (a *Actor) SetHitbox(x, y, w, h int) {
a.hitbox = render.Rect{
X: x,
Y: y,
W: w,
H: 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
}
// 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
}
// ShowLayerNamed sets the actor's ActiveLayer to the one named.
func (a *Actor) ShowLayerNamed(name string) error {
// Find the layer.
for i, layer := range a.Doodad.Layers {
if layer.Name == name {
return a.ShowLayer(i)
}
}
log.Warn("Actor(%s) ShowLayerNamed(%s): layer not found",
a.Actor.Filename,
name,
)
return fmt.Errorf("the layer named %s was not found", name)
}
// Destroy deletes the actor from the running level.
func (a *Actor) Destroy() {
a.flagDestroy = true
}