Doodads: Crumbly Floor, Start Flag & State Blocks

Add new doodads:

* Start Flag: place this in a level to set the spawn point of the player
  character. If no flag is found, the player spawns at 0,0 in the top
  corner of the map. Only use one Start Flag per level, otherwise the
  player will randomly spawn at one of them.
* Crumbly Floor: a solid floor that begins to shake and then fall apart
  after a moment when a mobile character steps on it. The floor respawns
  after 5 seconds.
* State Blocks: blue and orange blocks that toggle between solid and
  pass-thru whenever a State Button is activated.
* State Button: a solid "ON/OFF" block that toggles State Blocks back
  and forth when touched. Only activates if touched on the side or bottom;
  acts as a solid floor when walked on from the top.

New features for doodad scripts:

* Actor scripts: call SetMobile(true) to mark an actor as a mobile mob
  (i.e. player character or enemy). Other doodads can check if the actor
  colliding with them IsMobile so they don't activate if placed too close
  to other (non-mobile) doodads in a level. The Blue and Red Azulians
  are the only mobile characters so far.
* Message.Broadcast allows sending a pub/sub message out to ALL doodads
  in the level, instead of only to linked doodads as Message.Publish does.
  This is used for the State Blocks to globally communicate on/off status
  without needing to link them all together manually.
This commit is contained in:
Noah 2019-12-30 18:13:28 -08:00
parent c08a1bc13e
commit 8965a7d86a
52 changed files with 451 additions and 125 deletions

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@ -11,11 +11,11 @@ import (
"image/png"
"git.kirsle.net/go/render"
"git.kirsle.net/apps/doodle/pkg/branding"
"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/urfave/cli"
"golang.org/x/image/bmp"
)
@ -322,7 +322,7 @@ func imageToChunker(img image.Image, chroma render.Color, palette *level.Palette
newColors[color.String()] = swatch
}
chunker.Set(render.NewPoint(int32(x), int32(y)), swatch)
chunker.Set(render.NewPoint(x, y), swatch)
}
}

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@ -3,9 +3,9 @@ package commands
import (
"fmt"
"git.kirsle.net/go/render"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/go/render"
"github.com/urfave/cli"
)

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@ -8,11 +8,11 @@ import (
"sort"
"time"
"git.kirsle.net/go/render/sdl"
doodle "git.kirsle.net/apps/doodle/pkg"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/bindata"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/go/render/sdl"
"github.com/urfave/cli"
_ "image/png"

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@ -7,6 +7,7 @@ function main() {
var direction = "right";
Self.SetMobile(true);
Self.SetGravity(true);
Self.AddAnimation("walk-left", 100, ["red-wl1", "red-wl2", "red-wl3", "red-wl4"]);
Self.AddAnimation("walk-right", 100, ["red-wr1", "red-wr2", "red-wr3", "red-wr4"]);

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@ -7,6 +7,7 @@ function main() {
var animStart = animEnd = 0;
var animFrame = animStart;
Self.SetMobile(true);
Self.SetGravity(true);
Self.SetHitbox(7, 4, 17, 28);
Self.AddAnimation("walk-left", 100, ["blu-wl1", "blu-wl2", "blu-wl3", "blu-wl4"]);

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@ -115,6 +115,33 @@ objects() {
doodad convert -t "Exit Flag" exit-flag.png exit-flag.doodad
doodad install-script exit-flag.js exit-flag.doodad
doodad convert -t "Start Flag" start-flag.png start-flag.doodad
cp *.doodad ../../../assets/doodads/
cd ../crumbly-floor
doodad convert -t "Crumbly Floor" floor.png shake1.png shake2.png \
fall1.png fall2.png fall3.png fall4.png fallen.png \
crumbly-floor.doodad
doodad install-script crumbly-floor.js crumbly-floor.doodad
cp *.doodad ../../../assets/doodads/
cd ..
}
onoff() {
cd on-off/
doodad convert -t "State Button" blue-button.png orange-button.png state-button.doodad
doodad install-script state-button.js state-button.doodad
doodad convert -t "State Block (Blue)" blue-on.png blue-off.png state-block-blue.doodad
doodad install-script state-block-blue.js state-block-blue.doodad
doodad convert -t "State Block (Orange)" orange-off.png orange-on.png state-block-orange.doodad
doodad install-script state-block-orange.js state-block-orange.doodad
cp *.doodad ../../../assets/doodads/
cd ..
@ -126,5 +153,6 @@ doors
trapdoors
azulians
objects
onoff
doodad edit-doodad -quiet -lock -author "Noah" ../../assets/doodads/*.doodad
doodad edit-doodad -hide ../../assets/doodads/azu-blu.doodad

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@ -0,0 +1,60 @@
// Crumbly Floor.
function main() {
Self.SetHitbox(0, 0, 65, 7);
Self.AddAnimation("shake", 100, ["shake1", "shake2", "floor", "shake1", "shake2", "floor"]);
Self.AddAnimation("fall", 100, ["fall1", "fall2", "fall3", "fall4"]);
// Recover time for the floor to respawn.
var recover = 5000;
// States of the floor.
var stateSolid = 0;
var stateShaking = 1;
var stateFalling = 2;
var stateFallen = 3;
var state = stateSolid;
// Started the animation?
var startedAnimation = false;
Events.OnCollide(function(e) {
// Only trigger for mobile characters.
if (!e.Actor.IsMobile()) {
return;
}
// If the floor is falling, the player passes right thru.
if (state === stateFalling || state === stateFallen) {
return;
}
// Floor is solid until it begins to fall.
if (e.InHitbox && (state === stateSolid || state === stateShaking)) {
// Only activate when touched from the top.
if (e.Overlap.Y > 0) {
return false;
}
// Begin the animation sequence if we're in the solid state.
if (state === stateSolid) {
state = stateShaking;
Self.PlayAnimation("shake", function() {
state = stateFalling;
Self.PlayAnimation("fall", function() {
state = stateFallen;
Self.ShowLayerNamed("fallen");
// Recover after a while.
setTimeout(function() {
Self.ShowLayer(0);
state = stateSolid;
}, recover);
});
})
}
return false;
}
});
}

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@ -23,8 +23,8 @@ function main() {
});
} else {
animating = true;
opened = false;
Self.PlayAnimation("close", function() {
opened = false;
animating = false;
})
}

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@ -0,0 +1,28 @@
// Blue State Block
function main() {
Self.SetHitbox(0, 0, 33, 33);
// Blue block is ON by default.
var state = true;
Message.Subscribe("broadcast:state-change", function(newState) {
state = !newState;
console.warn("BLUE BLOCK Received state=%+v, set mine to %+v", newState, state);
// Layer 0: ON
// Layer 1: OFF
if (state) {
Self.ShowLayer(0);
} else {
Self.ShowLayer(1);
}
});
Events.OnCollide(function(e) {
if (e.Actor.IsMobile() && e.InHitbox) {
if (state) {
return false;
}
}
});
}

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@ -0,0 +1,28 @@
// Orange State Block
function main() {
Self.SetHitbox(0, 0, 33, 33);
// Orange block is OFF by default.
var state = false;
Message.Subscribe("broadcast:state-change", function(newState) {
state = newState;
console.warn("ORANGE BLOCK Received state=%+v, set mine to %+v", newState, state);
// Layer 0: OFF
// Layer 1: ON
if (state) {
Self.ShowLayer(1);
} else {
Self.ShowLayer(0);
}
});
Events.OnCollide(function(e) {
if (e.Actor.IsMobile() && e.InHitbox) {
if (state) {
return false;
}
}
});
}

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@ -0,0 +1,47 @@
// State Block Control Button
function main() {
console.log("%s initialized!", Self.Doodad.Title);
Self.SetHitbox(0, 0, 33, 33);
// When the button is activated, don't keep toggling state until we're not
// being touched again.
var colliding = false;
// Button is "OFF" by default.
var state = false;
Events.OnCollide(function(e) {
if (colliding) {
return false;
}
// Only trigger for mobile characters.
if (e.Actor.IsMobile()) {
console.log("Mobile actor %s touched the on/off button!", e.Actor.Actor.Filename);
// Only activate if touched from the bottom or sides.
if (e.Overlap.Y === 0) {
console.log("... but touched the top!");
return false;
}
colliding = true;
console.log(" -> emit state change");
state = !state;
Message.Broadcast("broadcast:state-change", state);
if (state) {
Self.ShowLayer(1);
} else {
Self.ShowLayer(0);
}
}
// Always a solid button.
return false;
});
Events.OnLeave(function(e) {
colliding = false;
})
}

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@ -6,6 +6,9 @@
* `don't edit and drive` - enable editing while playing a level.
* `scroll scroll scroll your boat` - enable scrolling the level with arrow keys
while playing a level.
* `import antigravity` - during Play Mode, disables gravity for the player
character and allows free movement in all directions with the arrow keys.
Enter the cheat again to restore gravity to normal.
## Bool Props

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@ -3,8 +3,8 @@ package collision_test
import (
"testing"
"git.kirsle.net/go/render"
"git.kirsle.net/apps/doodle/pkg/collision"
"git.kirsle.net/go/render"
)
func TestActorCollision(t *testing.T) {

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@ -49,6 +49,20 @@ func (c Command) Run(d *Doodle) error {
d.Flash("Use this cheat in Play Mode to make the level scrollable.")
}
return nil
} else if c.Raw == "import antigravity" {
if playScene, ok := d.Scene.(*PlayScene); ok {
playScene.antigravity = !playScene.antigravity
playScene.Player.SetGravity(!playScene.antigravity)
if playScene.antigravity {
d.Flash("Gravity disabled for player character.")
} else {
d.Flash("Gravity restored for player character.")
}
} else {
d.Flash("Use this cheat in Play Mode to disable gravity for the player character.")
}
return nil
}
switch c.Command {

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@ -25,8 +25,11 @@ type Actor interface {
MoveTo(render.Point) // Set current Position to {X,Y}.
}
// GetBoundingRect computes the full pairs of points for the collision box
// around a doodad actor.
// GetBoundingRect computes the full pairs of points for the bounding box of
// the actor.
//
// The X,Y coordinates are the position in the level of the actor,
// The W,H are the size of the actor's drawn box.
func GetBoundingRect(d Actor) render.Rect {
var (
P = d.Position()
@ -40,6 +43,27 @@ func GetBoundingRect(d Actor) render.Rect {
}
}
// GetBoundingRectHitbox returns the bounding rect of the Actor taking into
// account their self-declared collision hitbox.
//
// The rect returned has the X,Y coordinate set to the actor's position, plus
// the X,Y of their hitbox, if any.
//
// The W,H of the rect is the W,H of their declared hitbox.
//
// If the actor has NOT declared its hitbox, this function returns exactly the
// same way as GetBoundingRect() does.
func GetBoundingRectHitbox(d Actor, hitbox render.Rect) render.Rect {
rect := GetBoundingRect(d)
if !hitbox.IsZero() {
rect.X += hitbox.X
rect.Y += hitbox.Y
rect.W = hitbox.W
rect.H = hitbox.H
}
return rect
}
// GetBoundingRectWithHitbox is like GetBoundingRect but adjusts it for the
// relative hitbox of the actor.
// func GetBoundingRectWithHitbox(d Actor, hitbox render.Rect) render.Rect {

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@ -76,21 +76,6 @@ func (d *Drawing) SetGrounded(v bool) {
d.grounded = v
}
// // SetHitbox sets the actor's elected hitbox.
// func (d *Drawing) SetHitbox(x, y, w, h int) {
// d.hitbox = render.Rect{
// X: int32(x),
// Y: int32(y),
// W: int32(w),
// H: int32(h),
// }
// }
//
// // Hitbox returns the actor's elected hitbox.
// func (d *Drawing) Hitbox() render.Rect {
// return d.hitbox
// }
// MoveBy a relative value.
func (d *Drawing) MoveBy(by render.Point) {
d.point.Add(by)

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@ -3,10 +3,10 @@ package doodle
import (
"fmt"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// SetupPalette sets up the palette panel.

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@ -4,8 +4,8 @@ import (
"fmt"
"testing"
"git.kirsle.net/go/render"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/go/render"
)
// Test the high level Chunker.

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@ -50,6 +50,7 @@ type PlayScene struct {
// Player character
Player *uix.Actor
antigravity bool // Cheat: disable player gravity
playerJumpCounter int // limit jump length
}
@ -154,21 +155,7 @@ func (s *PlayScene) Setup(d *Doodle) error {
}
// Load in the player character.
player, err := doodads.LoadFile("azu-blu.doodad")
if err != nil {
log.Error("PlayScene.Setup: failed to load player doodad: %s", err)
player = doodads.NewDummy(32)
}
s.Player = uix.NewActor("PLAYER", &level.Actor{}, player)
s.Player.MoveTo(render.NewPoint(128, 128))
s.drawing.AddActor(s.Player)
s.drawing.FollowActor = s.Player.ID()
// Set up the player character's script in the VM.
if err := s.scripting.AddLevelScript(s.Player.ID()); err != nil {
log.Error("PlayScene.Setup: scripting.InstallActor(player) failed: %s", err)
}
s.setupPlayer()
// Run all the actor scripts' main() functions.
if err := s.drawing.InstallScripts(); err != nil {
@ -186,6 +173,60 @@ func (s *PlayScene) Setup(d *Doodle) error {
return nil
}
// setupPlayer creates and configures the Player Character in the level.
func (s *PlayScene) setupPlayer() {
// Load in the player character.
player, err := doodads.LoadFile("azu-blu.doodad")
if err != nil {
log.Error("PlayScene.Setup: failed to load player doodad: %s", err)
player = doodads.NewDummy(32)
}
// Find the spawn point of the player. Search the level for the
// "start-flag.doodad"
var (
spawn render.Point
flagCount int
)
for actorID, actor := range s.Level.Actors {
if actor.Filename == "start-flag.doodad" {
if flagCount > 1 {
break
}
// TODO: start-flag.doodad is 86x86 pixels but we can't tell that
// from right here.
size := render.NewRect(86, 86)
log.Info("Found start-flag.doodad at %s (ID %s)", actor.Point, actorID)
spawn = render.NewPoint(
// X: centered inside the flag.
actor.Point.X+(size.W/2)-(player.Layers[0].Chunker.Size/2),
// Y: the bottom of the flag, 4 pixels from the floor.
actor.Point.Y+size.H-4-(player.Layers[0].Chunker.Size),
)
flagCount++
}
}
// Surface warnings around the spawn flag.
if flagCount == 0 {
s.d.Flash("Warning: this level contained no Start Flag.")
} else if flagCount > 1 {
s.d.Flash("Warning: this level contains multiple Start Flags. Player spawn point is ambiguous.")
}
s.Player = uix.NewActor("PLAYER", &level.Actor{}, player)
s.Player.MoveTo(spawn)
s.drawing.AddActor(s.Player)
s.drawing.FollowActor = s.Player.ID()
// Set up the player character's script in the VM.
if err := s.scripting.AddLevelScript(s.Player.ID()); err != nil {
log.Error("PlayScene.Setup: scripting.InstallActor(player) failed: %s", err)
}
}
// SetupAlertbox configures the alert box UI.
func (s *PlayScene) SetupAlertbox() {
window := ui.NewWindow("Level Completed")
@ -393,31 +434,24 @@ func (s *PlayScene) movePlayer(ev *event.State) {
if ev.Right {
velocity.X = playerSpeed
}
if ev.Up && (s.Player.Grounded() || s.playerJumpCounter >= 0) {
if ev.Up && (s.Player.Grounded() || s.playerJumpCounter >= 0 || s.antigravity) {
velocity.Y = -playerSpeed
if s.Player.Grounded() {
s.playerJumpCounter = 20
}
}
if ev.Down && s.antigravity {
velocity.Y = playerSpeed
}
if !s.Player.Grounded() {
s.playerJumpCounter--
}
// // Apply gravity if not grounded.
// if !s.Player.Grounded() {
// // Gravity has to pipe through the collision checker, too, so it
// // can't give us a cheated downward boost.
// velocity.Y += gravity
// }
s.Player.SetVelocity(velocity)
// TODO: invoke the player OnKeypress for animation testing
// if velocity != render.Origin {
s.scripting.To(s.Player.ID()).Events.RunKeypress(ev)
// }
}
// Drawing returns the private world drawing, for debugging with the console.

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@ -1,8 +1,8 @@
package doodle
import (
"git.kirsle.net/go/render/event"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/go/render/event"
)
// Scene is an abstraction for a game mode in Doodle. The app points to one

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@ -18,7 +18,7 @@ RegisterPublishHooks adds the pub/sub hooks to a JavaScript VM.
This adds the global methods `Message.Subscribe(name, func)` and
`Message.Publish(name, args)` to the JavaScript VM's scope.
*/
func RegisterPublishHooks(vm *VM) {
func RegisterPublishHooks(s *Supervisor, vm *VM) {
// Goroutine to watch the VM's inbound channel and invoke Subscribe handlers
// for any matching messages received.
go func() {
@ -47,7 +47,6 @@ func RegisterPublishHooks(vm *VM) {
},
"Publish": func(name string, v ...interface{}) {
log.Error("PUBLISH: %s %+v", name, v)
for _, channel := range vm.Outbound {
channel <- Message{
Name: name,
@ -55,5 +54,15 @@ func RegisterPublishHooks(vm *VM) {
}
}
},
"Broadcast": func(name string, v ...interface{}) {
// Send the message to all actor VMs.
for _, vm := range s.scripts {
vm.Inbound <- Message{
Name: name,
Args: v,
}
}
},
})
}

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@ -77,7 +77,7 @@ func (s *Supervisor) AddLevelScript(id string) error {
}
s.scripts[id] = NewVM(id)
RegisterPublishHooks(s.scripts[id])
RegisterPublishHooks(s, s.scripts[id])
RegisterEventHooks(s, s.scripts[id])
if err := s.scripts[id].RegisterLevelHooks(); err != nil {
return err

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@ -5,9 +5,9 @@ import (
"reflect"
"time"
"git.kirsle.net/go/render"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/shmem"
"git.kirsle.net/go/render"
"github.com/robertkrimen/otto"
)

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@ -8,11 +8,11 @@ import (
"os"
"runtime"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
"git.kirsle.net/apps/doodle/pkg/bindata"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/wasm"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// LoadImage loads a sprite as a ui.Image object. It checks Doodle's embedded

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@ -6,6 +6,7 @@ import (
"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"
@ -29,6 +30,7 @@ type Actor struct {
// Actor runtime variables.
hasGravity bool
isMobile bool // Mobile character, such as the player or an enemy
hitbox render.Rect
data map[string]string
@ -75,6 +77,18 @@ 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
}
// GetBoundingRect gets the bounding box of the actor's doodad.
func (a *Actor) GetBoundingRect() render.Rect {
return doodads.GetBoundingRect(a)
@ -133,6 +147,21 @@ func (a *Actor) ShowLayer(index int) error {
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

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@ -46,13 +46,18 @@ func (w *Canvas) loopActorCollision() error {
// Advance any animations for this actor.
if a.activeAnimation != nil && a.activeAnimation.nextFrameAt.Before(now) {
if done := a.TickAnimation(a.activeAnimation); done {
// Animation has finished, run the callback script.
if a.animationCallback.IsFunction() {
a.animationCallback.Call(otto.NullValue())
// Animation has finished, get the callback function.
callback := a.animationCallback
// Clean up the animation state, in case the callback wants
// to immediately play another animation.
a.StopAnimation()
// Call the callback function.
if callback.IsFunction() {
callback.Call(otto.NullValue())
}
// Clean up the animation state.
a.StopAnimation()
}
}
@ -104,7 +109,13 @@ func (w *Canvas) loopActorCollision() error {
if w.scripting != nil {
var (
rect = doodads.GetBoundingRect(b)
lastGoodBox = boxes[tuple.B] // worst case scenario we get blocked right away
lastGoodBox = render.Rect{
X: originalPositions[b.ID()].X,
Y: originalPositions[b.ID()].Y,
W: boxes[tuple.B].W,
H: boxes[tuple.B].H,
}
// lastGoodBox = originalPositions[b.ID()] // boxes[tuple.B] // worst case scenario we get blocked right away
)
// Firstly we want to make sure B isn't able to clip through A's
@ -121,7 +132,12 @@ func (w *Canvas) loopActorCollision() error {
// B's movement. The next time A does NOT protest, that is to be
// B's new position.
var firstPoint = true
// Special case for when a mobile actor lands ON TOP OF a solid
// actor. We want to stop their Y movement downwards, but allow
// horizontal movement on the X axis.
// Touching the solid actor from the side is already fine.
var onTop = false
for point := range render.IterLine(
origPoint,
b.Position(),
@ -133,6 +149,11 @@ func (w *Canvas) loopActorCollision() error {
H: rect.H,
}
var (
lockX bool
lockY bool
)
if info, err := collision.CompareBoxes(boxes[tuple.A], test); err == nil {
// B is overlapping A's box, call its OnCollide handler
// with Settled=false and see if it protests the overlap.
@ -145,27 +166,41 @@ func (w *Canvas) loopActorCollision() error {
// Did A protest?
if err == scripting.ErrReturnFalse {
// Are they on top?
if render.AbsInt(lastGoodBox.Y+lastGoodBox.H-boxes[tuple.A].Y) <= 2 {
onTop = true
}
// What direction were we moving?
if test.Y != lastGoodBox.Y {
lockY = true
b.SetGrounded(true)
}
if test.X != lastGoodBox.X {
if !onTop {
lockX = true
}
}
// Move them back to the last good box, locking the
// axis they were moving from being able to enter
// this box.
tmp := lastGoodBox
lastGoodBox = test
if lockY {
lastGoodBox.Y = tmp.Y
}
if lockX {
lastGoodBox.X = tmp.X
break
}
} else {
lastGoodBox = test
}
}
firstPoint = false
}
// Were we stopped before we even began?
if firstPoint {
// TODO: undo the effect of gravity this tick. Use case:
// the player lands on top of a solid door, and their
// movement is blocked the first step by the door. Originally
// he'd continue falling, so I had to move him up to stop it,
// turns out moving up by the -gravity is exactly the distance
// to go. Don't know why.
b.MoveBy(render.NewPoint(0, -balance.Gravity))
} else {
b.MoveTo(lastGoodBox.Point())
}
} else {
log.Error(
"ERROR: Actors %s and %s overlap and the script returned false,"+

View File

@ -4,11 +4,11 @@ import (
"errors"
"fmt"
"git.kirsle.net/go/render"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/scripting"
"git.kirsle.net/go/render"
)
// InstallActors adds external Actors to the canvas to be superimposed on top

View File

@ -303,7 +303,7 @@ func (w *Canvas) loopEditable(ev *event.State) error {
w.OnDragStart(actor.Actor)
}
break
} else if ev.Button2 {
} else if ev.Button3 {
// Right click to delete an actor.
deleteActors = append(deleteActors, actor.Actor)
}

View File

@ -1,13 +1,13 @@
package uix
import (
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/shmem"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// canvas_strokes.go: functions related to drawtool.Stroke and the Canvas.

View File

@ -6,9 +6,9 @@ import (
"errors"
"image"
"git.kirsle.net/go/render"
"git.kirsle.net/apps/doodle/pkg/shmem"
"git.kirsle.net/apps/doodle/pkg/userdir"
"git.kirsle.net/go/render"
)
// CornerTexture returns the Texture.

View File

@ -9,8 +9,8 @@ import (
"runtime"
"strings"
"git.kirsle.net/go/render"
"git.kirsle.net/apps/doodle/pkg/bindata"
"git.kirsle.net/go/render"
)
// Wallpaper is a repeatable background image to go behind levels.

View File

@ -7,12 +7,12 @@ import (
"syscall/js"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/canvas"
doodle "git.kirsle.net/apps/doodle/pkg"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/canvas"
)
func main() {