"Look At Me" for Doodad Scripts
* New script API method: Self.CameraFollowMe() to draw camera focus toward your doodad (it sets the Canvas.FollowActor target.) * The camera will go back to following the player on any action inputs (arrow keys, jump, use, etc.); if the player is constantly on the move the camera stays on him even if another actor is trying to take the focus. * The first few ticks of Play Mode the player character is always followed, to allow for Anvils to settle into place without taking the focus. * Canvas FollowActor: if the actor is 4 times the max scroll speed away, allow scrolling in greater leaps of 4 times the max scroll speed. New and Changed Doodads * Anvils will take the camera focus while they are falling. * New doodad: "Look At Me" - a 'camera region' technical doodad. Link it to any power source such as a Button - when this doodad receives power it will take the camera focus for a few frames. Use it to highlight a door that opened far off screen by linking the Button to both an Electric Door and a "Look At Me" near the door.
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@ -46,6 +46,11 @@ var (
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SwimJumpCooldown uint64 = 24 // number of frames of cooldown between swim-jumps
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SwimJumpCooldown uint64 = 24 // number of frames of cooldown between swim-jumps
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SlopeMaxHeight = 8 // max pixel height for player to walk up a slope
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SlopeMaxHeight = 8 // max pixel height for player to walk up a slope
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// Number of game ticks to insist the canvas follows the player at the start
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// of a level - to overcome Anvils settling into their starting positions so
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// they don't steal the camera focus straight away.
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FollowPlayerFirstTicks uint64 = 60
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// Default chunk size for canvases.
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// Default chunk size for canvases.
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ChunkSize = 128
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ChunkSize = 128
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@ -68,16 +68,17 @@ type PlayScene struct {
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debLoadUnload *string
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debLoadUnload *string
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// Player character
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// Player character
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Player *uix.Actor
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Player *uix.Actor
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playerPhysics *physics.Mover
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playerPhysics *physics.Mover
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lastCheckpoint render.Point
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lastCheckpoint render.Point
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playerLastDirection float64 // player's heading last tick
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playerLastDirection float64 // player's heading last tick
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antigravity bool // Cheat: disable player gravity
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antigravity bool // Cheat: disable player gravity
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noclip bool // Cheat: disable player clipping
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noclip bool // Cheat: disable player clipping
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godMode bool // Cheat: player can't die
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godMode bool // Cheat: player can't die
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godModeUntil time.Time // Invulnerability timer at respawn.
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godModeUntil time.Time // Invulnerability timer at respawn.
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playerJumpCounter int // limit jump length
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playerJumpCounter int // limit jump length
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jumpCooldownUntil uint64 // future game tick for jump cooldown (swimming esp.)
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jumpCooldownUntil uint64 // future game tick for jump cooldown (swimming esp.)
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mustFollowPlayerUntil uint64 // first frames where anvils don't take focus from player
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// Inventory HUD. Impl. in play_inventory.go
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// Inventory HUD. Impl. in play_inventory.go
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invenFrame *ui.Frame
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invenFrame *ui.Frame
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@ -115,5 +115,18 @@ func (s *PlayScene) movePlayer(ev *event.State) {
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// If the "Use" key is pressed, set an actor flag on the player.
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// If the "Use" key is pressed, set an actor flag on the player.
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s.Player.SetUsing(keybind.Use(ev))
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s.Player.SetUsing(keybind.Use(ev))
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// Camera behaviors: Anvils can take the camera's focus while they're falling
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// but player inputs will take control back to the player. Most anvils will fall
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// a couple pixels upon level load - prevent them taking the camera's focus for
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// the first few frames of gameplay.
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if s.mustFollowPlayerUntil == 0 {
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s.mustFollowPlayerUntil = shmem.Tick + balance.FollowPlayerFirstTicks
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}
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// If we insist that the canvas follow the player doodad.
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if shmem.Tick < s.mustFollowPlayerUntil || keybind.Up(ev) || keybind.Left(ev) || keybind.Right(ev) || keybind.Use(ev) {
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s.drawing.FollowActor = s.Player.ID()
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}
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s.scripting.To(s.Player.ID()).Events.RunKeypress(keybind.FromEvent(ev))
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s.scripting.To(s.Player.ID()).Events.RunKeypress(keybind.FromEvent(ev))
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}
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}
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@ -413,7 +413,9 @@ func (a *Actor) ShowLayerNamed(name string) error {
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a.Actor.Filename,
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a.Actor.Filename,
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name,
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name,
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)
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)
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return fmt.Errorf("the layer named %s was not found", name)
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// XX: returning an error raises a JavaScript exception in doodads. :/ Warning log is enough.
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return nil
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}
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}
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// Destroy deletes the actor from the running level.
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// Destroy deletes the actor from the running level.
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@ -246,6 +246,18 @@ func (w *Canvas) loopFollowActor(ev *event.State) error {
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scrollBy.Y = delta
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scrollBy.Y = delta
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}
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}
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// If we are VERY FAR away, allow greater leaps.
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if scrollBy.X > balance.FollowActorMaxScrollSpeed*4 {
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scrollBy.X = balance.FollowActorMaxScrollSpeed * 4
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} else if scrollBy.X < -balance.FollowActorMaxScrollSpeed*4 {
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scrollBy.X = -balance.FollowActorMaxScrollSpeed * 4
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}
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if scrollBy.Y > balance.FollowActorMaxScrollSpeed*4 {
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scrollBy.Y = balance.FollowActorMaxScrollSpeed * 4
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} else if scrollBy.Y < -balance.FollowActorMaxScrollSpeed*4 {
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scrollBy.Y = -balance.FollowActorMaxScrollSpeed * 4
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}
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// Constrain the maximum scroll speed.
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// Constrain the maximum scroll speed.
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if scrollBy.X > balance.FollowActorMaxScrollSpeed {
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if scrollBy.X > balance.FollowActorMaxScrollSpeed {
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scrollBy.X = balance.FollowActorMaxScrollSpeed
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scrollBy.X = balance.FollowActorMaxScrollSpeed
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@ -132,5 +132,11 @@ func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
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}
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}
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return result
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return result
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},
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},
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// Attract the camera's attention.
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"CameraFollowMe": func() {
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// Update the doodad that the camera should focus on.
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w.FollowActor = actor.ID()
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},
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}
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}
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}
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}
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