Thief and Inventory APIs
This commit adds the Thief character with starter graphics (no animations). The Thief walks back and forth and will steal items from other doodads, including the player. For singleton items that have no quantity, like the Colored Keys, the Thief will only steal one if he does not already have it. Quantitied items like the Small Key are always stolen. Flexibility in the playable character is introduced: Boy, Azulian, Bird, and Thief all respond to playable controls. There is not currently a method to enable these apart from modifying balance.PlayerCharacterDoodad at compile time. New and Changed Doodads * Thief: new doodad that walks back and forth and will steal items from other characters inventory. * Bird: has no inventory and cannot pick up items, unless player controlled. Its hitbox has also been fixed so it collides with floors correctly - not something normally seen in the Bird. * Boy: opts in to have inventory. * Keys (all): only gives themselves to actors having inventories. JavaScript API - New functions available * Self.IsPlayer() - returns if the current actor IS the player. * Self.SetInventory(bool) - doodads must opt-in to having an inventory. Keys should only give themselves to doodads having an inventory. * Self.HasInventory() bool * Self.AddItem(filename, qty) * Self.RemoveItem(filename, qty) * Self.HasItem(filename) * Self.Inventory() - returns map[string]int * Self.ClearInventory() * Self.OnLeave(func(e)) now receives a CollideEvent as parameter instead of the useless actor ID. Notably, e.Actor is the leaving actor and e.Settled is always true. Other Changes * Play Mode: if playing as a character which doesn't obey gravity, such as the bird, antigravity controls are enabled by default. If you `import antigravity` you can turn gravity back on. * Doodad collision scripts are no longer run in parallel goroutines. It made the Thief's job difficult trying to steal items in many threads simultaneously!
This commit is contained in:
parent
0518df226c
commit
d7a96d1770
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@ -7,6 +7,7 @@ function main() {
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Self.SetHitbox(0, 0, 32, 32)
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Self.SetMobile(true);
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Self.SetInventory(true);
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Self.SetGravity(true);
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Self.AddAnimation("walk-left", 100, ["red-wl1", "red-wl2", "red-wl3", "red-wl4"]);
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Self.AddAnimation("walk-right", 100, ["red-wr1", "red-wr2", "red-wr3", "red-wr4"]);
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@ -9,6 +9,7 @@ function main() {
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Self.SetMobile(true);
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Self.SetGravity(true);
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Self.SetInventory(true);
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Self.SetHitbox(7, 4, 17, 28);
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Self.AddAnimation("walk-left", 100, ["blu-wl1", "blu-wl2", "blu-wl3", "blu-wl4"]);
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Self.AddAnimation("walk-right", 100, ["blu-wr1", "blu-wr2", "blu-wr3", "blu-wr4"]);
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@ -1,4 +1,5 @@
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// Red bird mob.
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// Bird
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function main() {
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var speed = 4;
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var Vx = Vy = 0;
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@ -13,10 +14,15 @@ function main() {
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Self.SetMobile(true);
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Self.SetGravity(false);
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Self.SetHitbox(0, 10, 46, 32);
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Self.SetHitbox(0, 0, 46, 32);
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Self.AddAnimation("fly-left", 100, ["left-1", "left-2"]);
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Self.AddAnimation("fly-right", 100, ["right-1", "right-2"]);
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// Player Character controls?
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if (Self.IsPlayer()) {
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return player();
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}
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Events.OnCollide(function (e) {
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if (e.Actor.IsMobile() && e.InHitbox) {
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return false;
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@ -50,3 +56,35 @@ function main() {
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}
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}, 100);
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}
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// If under control of the player character.
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function player() {
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Self.SetInventory(true);
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Events.OnKeypress(function (ev) {
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Vx = 0;
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Vy = 0;
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if (ev.Up) {
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Vy = -playerSpeed;
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} else if (ev.Down) {
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Vy = playerSpeed;
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}
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if (ev.Right) {
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("fly-right", null);
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}
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Vx = playerSpeed;
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} else if (ev.Left) {
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("fly-left", null);
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}
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Vx = -playerSpeed;
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} else {
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Self.StopAnimation();
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animating = false;
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}
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Self.SetVelocity(Vector(Vx, Vy));
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})
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}
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@ -8,6 +8,7 @@ function main() {
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var animFrame = animStart;
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Self.SetMobile(true);
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Self.SetInventory(true);
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Self.SetGravity(true);
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Self.SetHitbox(0, 0, 32, 52);
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Self.AddAnimation("walk-left", 200, ["stand-left", "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
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@ -12,6 +12,10 @@ boy() {
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cd boy/
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make
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cd ..
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cd thief/
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make
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cd ..
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}
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buttons() {
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@ -4,9 +4,11 @@ function main() {
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Events.OnCollide(function (e) {
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if (e.Settled) {
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if (e.Actor.HasInventory()) {
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Sound.Play("item-get.wav")
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e.Actor.AddItem(Self.Filename, quantity);
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Self.Destroy();
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}
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}
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})
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}
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11
dev-assets/doodads/thief/Makefile
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11
dev-assets/doodads/thief/Makefile
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ALL: build
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.PHONY: build
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build:
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doodad convert -t "Thief" stand-right.png stand-left.png \
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thief.doodad
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doodad install-script thief.js thief.doodad
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doodad edit-doodad --tag "category=creatures" thief.doodad
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cp *.doodad ../../../assets/doodads/
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BIN
dev-assets/doodads/thief/stand-left.png
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BIN
dev-assets/doodads/thief/stand-left.png
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Binary file not shown.
After Width: | Height: | Size: 1.5 KiB |
BIN
dev-assets/doodads/thief/stand-right.png
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BIN
dev-assets/doodads/thief/stand-right.png
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Binary file not shown.
After Width: | Height: | Size: 1.5 KiB |
104
dev-assets/doodads/thief/thief.js
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104
dev-assets/doodads/thief/thief.js
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@ -0,0 +1,104 @@
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// Thief
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function main() {
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Self.SetMobile(true);
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Self.SetGravity(true);
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Self.SetInventory(true);
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Self.SetHitbox(0, 0, 32, 58);
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Self.AddAnimation("walk-left", 200, ["stand-left"]); //, "walk-left-1", "walk-left-2", "walk-left-3", "walk-left-2", "walk-left-1"]);
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Self.AddAnimation("walk-right", 200, ["stand-right"]); //, "walk-right-1", "walk-right-2", "walk-right-3", "walk-right-2", "walk-right-1"]);
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// Controlled by the player character?
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if (Self.IsPlayer()) {
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return playable();
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}
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return ai();
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}
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// Enemy Doodad AI.
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function ai() {
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// Walks back and forth.
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var Vx = Vy = 0.0,
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playerSpeed = 4,
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direction = "right",
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lastSampledX = 0,
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sampleTick = 0,
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sampleRate = 2,
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stolenItems = {}; // map item->qty
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setInterval(function () {
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if (sampleTick % sampleRate === 0) {
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var curX = Self.Position().X,
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delta = Math.abs(curX - lastSampledX);
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if (delta < 5) {
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direction = direction === "right" ? "left" : "right";
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}
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lastSampledX = curX;
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}
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sampleTick++;
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Vx = parseFloat(playerSpeed * (direction === "left" ? -1 : 1));
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Self.SetVelocity(Vector(Vx, Vy));
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Self.StopAnimation();
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Self.PlayAnimation("walk-" + direction, null);
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}, 100);
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// Steals your items.
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Events.OnCollide(function (e) {
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if (!e.Settled) {
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return;
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}
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// Steal inventory
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var stolen = 0;
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if (e.Actor.HasInventory()) {
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var myInventory = Self.Inventory(),
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theirInventory = e.Actor.Inventory();
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for (var key in theirInventory) {
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if (!theirInventory.hasOwnProperty(key)) {
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continue;
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}
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var value = theirInventory[key];
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if (value > 0 || myInventory[key] === undefined) {
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e.Actor.RemoveItem(key, value);
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Self.AddItem(key, value);
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stolenItems[key] = value;
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stolen += (value === 0 ? 1 : value);
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}
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}
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// Notify the player if it was them.
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if (e.Actor.IsPlayer() && stolen > 0) {
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Flash("Watch out for thieves! %d item%s stolen!", parseInt(stolen), stolen === 1 ? ' was' : 's were');
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}
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}
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});
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}
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// If under control of the player character.
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function playable() {
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Events.OnKeypress(function (ev) {
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Vx = 0;
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Vy = 0;
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if (ev.Right) {
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("walk-right", null);
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}
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Vx = playerSpeed;
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} else if (ev.Left) {
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("walk-left", null);
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}
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Vx = -playerSpeed;
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} else {
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Self.StopAnimation();
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animating = false;
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}
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// Self.SetVelocity(Point(Vx, Vy));
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})
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}
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@ -538,7 +538,7 @@ func (s *PlayScene) movePlayer(ev *event.State) {
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)
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// Antigravity: player can move anywhere with arrow keys.
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if s.antigravity {
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if s.antigravity || !s.Player.HasGravity() {
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velocity.X = 0
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velocity.Y = 0
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`Message.Publish(name, args)` to the JavaScript VM's scope.
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*/
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func RegisterPublishHooks(s *Supervisor, vm *VM) {
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log.Error("RegisterPublishHooks called with %+v %+v", s, vm)
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// Goroutine to watch the VM's inbound channel and invoke Subscribe handlers
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// for any matching messages received.
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go func() {
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// Actor runtime variables.
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hasGravity bool
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hasInventory bool
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isMobile bool // Mobile character, such as the player or an enemy
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noclip bool // Disable collision detection
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hidden bool // invisible, via Hide() and Show()
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a.isMobile = v
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}
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// SetInventory configures whether the actor is capable of carrying items.
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func (a *Actor) SetInventory(v bool) {
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a.hasInventory = true
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}
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// IsMobile returns whether the actor is a mobile character.
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func (a *Actor) IsMobile() bool {
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return a.isMobile
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return a.Canvas.Name == "PLAYER"
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}
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// HasInventory returns if the actor is capable of carrying items.
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func (a *Actor) HasInventory() bool {
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return a.hasInventory
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}
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// HasGravity returns if gravity applies to the actor.
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func (a *Actor) HasGravity() bool {
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return a.hasGravity
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}
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// Size returns the size of the actor, from the underlying doodads.Drawing.
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func (a *Actor) Size() render.Rect {
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return a.Drawing.Size()
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@ -2,7 +2,6 @@ package uix
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import (
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"errors"
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"sync"
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"time"
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"git.kirsle.net/apps/doodle/pkg/balance"
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// Loop over all the actors in parallel, processing their movement and
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// checking collision data against the level geometry.
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var wg sync.WaitGroup
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// NOTE: parallelism wasn't good for race conditions like the Thief
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// trying to take your inventory.
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// var wg sync.WaitGroup
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for i, a := range w.actors {
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wg.Add(1)
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go func(i int, a *Actor) {
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defer wg.Done()
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// wg.Add(1)
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//go
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func(i int, a *Actor) {
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// defer wg.Done()
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originalPositions[a.ID()] = a.Position()
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// Advance any animations for this actor.
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// Store this actor's bounding box after they've moved.
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boxes[i] = collision.SizePlusHitbox(collision.GetBoundingRect(a), a.Hitbox())
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}(i, a)
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wg.Wait()
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// wg.Wait()
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}
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var collidingActors = map[string]string{}
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var collidingActors = map[*Actor]*Actor{}
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for tuple := range collision.BetweenBoxes(boxes) {
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a, b := w.actors[tuple.A], w.actors[tuple.B]
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continue
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}
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collidingActors[a.ID()] = b.ID()
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collidingActors[a] = b
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// log.Error("between boxes: %+v <%s> <%s>", tuple, a.ID(), b.ID())
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}
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// Check for lacks of collisions since last frame.
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for sourceID, targetID := range w.collidingActors {
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if _, ok := collidingActors[sourceID]; !ok {
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w.scripting.To(sourceID).Events.RunLeave(targetID)
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for sourceActor, targetActor := range w.collidingActors {
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if _, ok := collidingActors[sourceActor]; !ok {
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w.scripting.To(sourceActor.ID()).Events.RunLeave(&CollideEvent{
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Actor: targetActor,
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Settled: true,
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})
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}
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}
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actors []*Actor // if this canvas CONTAINS actors (i.e., is a level)
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// Collision memory for the actors.
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collidingActors map[string]string // mapping their IDs to each other
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collidingActors map[*Actor]*Actor // mapping their IDs to each other
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// Doodad scripting engine supervisor.
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// NOTE: initialized and managed by the play_scene.
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"SetHitbox": actor.SetHitbox,
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"SetVelocity": actor.SetVelocity,
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"SetMobile": actor.SetMobile,
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"SetInventory": actor.SetInventory,
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"HasInventory": actor.HasInventory,
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"SetGravity": actor.SetGravity,
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"AddAnimation": actor.AddAnimation,
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"IsAnimating": actor.IsAnimating,
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"IsPlayer": actor.IsPlayer,
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"PlayAnimation": actor.PlayAnimation,
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"StopAnimation": actor.StopAnimation,
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"ShowLayer": actor.ShowLayer,
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"ShowLayerNamed": actor.ShowLayerNamed,
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"Inventory": actor.Inventory,
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"AddItem": actor.AddItem,
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"RemoveItem": actor.RemoveItem,
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"HasItem": actor.HasItem,
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"ClearInventory": actor.ClearInventory,
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"Destroy": actor.Destroy,
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"GetLinks": func() []map[string]interface{} {
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var result = []map[string]interface{}{}
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Block a user