Commit Graph

6 Commits

Author SHA1 Message Date
08e65c32b5 Overhaul the Platformer Physics System
* Player character now experiences acceleration and friction when
  walking around the map!
* Actor position and movement had to be converted from int's
  (render.Point) to float64's to support fine-grained acceleration
  steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
  for render.Point. Vector is used for uix.Actor.Position() for the sake
  of movement math. Vector is flattened back to a render.Point for
  collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
  can have a Position that's a Vector instead of a Point). This broke
  some code that expected `.Doodad` to directly reference the
  Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
  was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
  collision, where it uses its own slimmer Actor interface for just the
  relevant methods it needs.
2020-04-04 21:00:32 -07:00
6af60f1128 Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
  scripts get called more often WHILE an actor is moving, to prevent a
  fast-moving actor from zipping right through the "solid" hitbox and
  not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
  object. When the game is testing out movement, Settled=false to give
  the actor a chance to say "I'm solid!" and have the moving party be
  stopped early.
* After all this is done, for any pair of actors still with overlapping
  hitboxes, OnCollide is called one last time with Settled=true. This is
  when the actor should run its actions (like publishing messages to
  other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
  * Stage 1 is the same as before, all mobile actors are moved and
    tested against level geometry. They record their Original and New
    position during this phase.
  * Stage 2 is where we re-run that movement but ping actors being
    intersected each step of the way. We trace the steps between
    Original and New position, test OnCollide handler, and if it returns
    false we move the mobile actor to the Last Good Position along the
    trace.
  * Stage 3 we run the final OnCollide(Settled=true) to let actors run
    actions they wanted to for their collide handler, WITHOUT spamming
    those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
  without breaking all actor collision checking.
2019-07-16 21:07:38 -07:00
99eab19c5b Pub/Sub Messages Between Linked Actors (JavaScript)
* Implement the pub/sub message passing system that lets the JavaScript
  VM of one actor (say, a Button) send messages to other linked actors
  in the level (say, an Electric Door)
* Buttons now emit a "power(true)" message while pressed and
  "power(false)" when released. Sticky Buttons do not release and so do
  not send the power(false) message.
* Electric Doors listen for the "power" event and open or close
  themselves based on the boolean value received.
* If a Sticky Button receives power and is currently pressed down, it
  will pop back up (reset to "off" position) and notify its linked
  actors that they have lost power too. So if a Sticky Button held an
  Electric Door open, and another Button powers the Sticky Button, it
  would pop back up and also close the Electric Door.
2019-06-23 17:34:11 -07:00
a2e1bd1ccb Improve OnCollide Doodad Script Handling
* Events.OnCollide now receives a CollideEvent object, which makes
  available the .Actor who collided and the .Overlap rect which is
  zero-relative to the target actor. Doodad scripts can use the .Overlap
  to see WHERE in their own box the other actor has intruded.
  * Update the LockedDoor and ElectricDoor doodads to detect when the
    player has entered their inner rect (since their doors are narrower
    than their doodad size)
  * Update the Button doodads to only press in when the player actually
    touches them (because their sizes are shorter than their doodad
    height)
  * Update the Trapdoor to only trigger its animation when the board
    along its top has been touched, not when the empty space below was
    touched from the bottom.
* Events.OnLeave now implemented and fires when an actor who was
  previously intersecting your doodad has left.
* The engine detects when an event JS callback returns false.
  Eventually, the OnCollide can return false to signify the collision is
  not accepted and the actor should be bumped away as if they hit solid
  geometry.
2019-05-06 22:58:09 -07:00
258b2eb285 Script Timers, Multiple Doodad Frames
* CLI: fix the `doodad convert` command to share the same Palette when
  converting each frame (layer) of a doodad so subsequent layers find
  the correct color swatches for serialization.
* Scripting: add timers and intervals to Doodad scripts to allow them to
  animate themselves or add delayed callbacks. The timers have the same
  API as a web browser: setTimeout(), setInterval(), clearTimeout(),
  clearInterval().
* Add support for uix.Actor to change its currently rendered layer in
  the level. For example a Button Doodad can set its image to Layer 1
  (pressed) when touched by the player, and Trapdoors can cycle through
  their layers to animate opening and closing.
  * Usage from a Doodad script: Self.ShowLayer(1)
* Default Doodads: added scripts for all Buttons, Doors, Keys and the
  Trapdoor to run their various animations when touched (in the case of
  Keys, destroy themselves when touched, because there is no player
  inventory yet)
2019-04-18 18:15:05 -07:00
81cb3bd617 1st Round of Doodad Sprites + Improve Doodad Tool
* Improve the `doodad convert` command to convert a series of input
  images into multiple Frames of a Doodad:
  `doodad convert frame1.png frame2.png frameN.png output.doodad`
* Add the initial round of dev-asset sprites for the default Doodads:
  * Button, Button-TypeB and Sticky Button
  * Red, Blue, Green and Yellow Locked Doors and Keys
  * Electric Door
  * Trapdoor Down
* Add dev-assets/palette.json that defines our default doodad color
  palette. Eventually the JSON will be used by the `doodad` tool to give
  the layers meaningful names.
2019-04-17 00:02:41 -07:00