Commit Graph

5 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
c3d7348843 Inventory System for Level Actors
* Added an inventory system for actors as a replacement to the arbitrary
  key/value data store. Colored keys now add themselves to the player's
  inventory, and colored doors check the inventory.
* Inventory is a map[string]int between doodad filenames
  (red-key.doodad) and quantity (0 for key items/unlimited qty).
* API methods to add and remove inventory.
* Items HUD appears in Play Mode in lower-left corner showing doodad
  sprites of all the items in the Player's inventory.
2020-04-02 23:09:46 -07:00
b4922edf5d Doodad Tool: Add Tag Support for edit-doodad
* The `doodad edit-doodad` command now allows setting custom key/value
  tags in doodad files, for extra data storage useful to their scripts.
* Colored keys and doors now store a `color` tag with the appropriate
  color so that their scripts don't have to parse their Title to find
  that information.
* Trapdoors now store a `direction` tag to hold the direction the door
  is facing.
2020-01-02 22:12:20 -08:00
1523deeb9c Return False: Solid Collision Between Actors
* Implement the handler code for `return false` when actors are
  colliding with each other and wish to act like solid walls.
* The locked doors will `return false` when they're closed and the
  colliding actor does not have the matching key.
* Add arbitrary key/value storage to Actors. The colored keys will set
  an actor value "key:%TITLE%" on the one who touched the key before
  destroying itself. The colored doors check that key when touched to
  decide whether to open.
* The trapdoor now only opens if you're touching it from the top (your
  overlap box Y value is 0), but if you touch it from below and the door
  is closed, it acts like a solid object.
2019-05-28 21:43:30 -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