package uix import ( "errors" "fmt" "sort" "sync" "git.kirsle.net/apps/doodle/pkg/collision" "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/physics" "git.kirsle.net/go/render" "github.com/google/uuid" "github.com/robertkrimen/otto" ) // Actor is an object that marries together the three things that make a // Doodad instance "tick" while inside a Canvas: // // - uix.Actor is a doodads.Drawing so it fulfills doodads.Actor to be a // dynamic object during gameplay. // - It has a pointer to the level.Actor indicating its static level data // as defined in the map: its spawn coordinate and configuration. // - A uix.Canvas that can present the actor's graphics to the screen. type Actor struct { id string Drawing *doodads.Drawing Actor *level.Actor Canvas *Canvas activeLayer int // active drawing frame for display flagDestroy bool // flag the actor for destruction // Actor runtime variables. hasGravity bool isMobile bool // Mobile character, such as the player or an enemy noclip bool // Disable collision detection hitbox render.Rect inventory map[string]int // item inventory. doodad name -> quantity, 0 for key item. data map[string]string // arbitrary key/value store. DEPRECATED ?? // Movement data. position render.Point velocity physics.Vector grounded bool // Animation variables. animations map[string]*Animation activeAnimation *Animation animationCallback otto.Value // Mutex. muInventory sync.RWMutex muData sync.RWMutex } // NewActor sets up a uix.Actor. // If the id is blank, a new UUIDv4 is generated. func NewActor(id string, levelActor *level.Actor, doodad *doodads.Doodad) *Actor { if id == "" { id = uuid.Must(uuid.NewRandom()).String() } size := doodad.Layers[0].Chunker.Size can := NewCanvas(int(size), false) can.Name = id // TODO: if the Background is render.Invisible it gets defaulted to // White somewhere and the Doodad masks the level drawing behind it. can.SetBackground(render.RGBA(0, 0, 1, 0)) can.LoadDoodad(doodad) can.Resize(render.NewRect(size, size)) actor := &Actor{ Drawing: doodads.NewDrawing(id, doodad), Actor: levelActor, Canvas: can, animations: map[string]*Animation{}, inventory: map[string]int{}, } // Give the Canvas a pointer to its (parent) Actor so it can draw its debug // label and show the World Position of the actor within the world. can.actor = actor return actor } // ID returns the actor's ID. This is the underlying doodle.Drawing.ID(). func (a *Actor) ID() string { return a.Drawing.ID() } // Doodad offers access to the underlying Doodad object. // Shortcut to the `.Drawing.Doodad` property path. func (a *Actor) Doodad() *doodads.Doodad { return a.Drawing.Doodad } // SetGravity configures whether the actor is affected by gravity. 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 } // Size returns the size of the actor, from the underlying doodads.Drawing. func (a *Actor) Size() render.Rect { return a.Drawing.Size() } // Velocity returns the actor's current velocity vector. func (a *Actor) Velocity() physics.Vector { return a.velocity } // SetVelocity updates the actor's velocity vector. func (a *Actor) SetVelocity(v physics.Vector) { a.velocity = v } // Position returns the actor's position. func (a *Actor) Position() render.Point { return a.position } // MoveTo sets the actor's position. func (a *Actor) MoveTo(p render.Point) { a.position = p } // MoveBy adjusts the actor's position. func (a *Actor) MoveBy(p render.Point) { a.position.Add(p) } // Grounded returns if the actor is touching a floor. func (a *Actor) Grounded() bool { return a.grounded } // SetGrounded sets the actor's grounded value. func (a *Actor) SetGrounded(v bool) { a.grounded = v } // SetNoclip sets the noclip setting for an actor. If true, the actor can // clip through level geometry. func (a *Actor) SetNoclip(v bool) { a.noclip = v } // AddItem adds an item doodad to the actor's inventory. // Item name is usually the doodad filename. func (a *Actor) AddItem(itemName string, quantity int) { a.muInventory.Lock() a.inventory[itemName] = quantity a.muInventory.Unlock() } // RemoveItem removes a quantity of an item from the actor's inventory. // // Provide a quantity of 0 to remove the item completely. // Otherwise provides a number greater than zero and you will subtract this // quantity from the item. If the item then is at <= zero, it is removed from // inventory. func (a *Actor) RemoveItem(itemName string, quantity int) bool { a.muInventory.RLock() defer a.muInventory.RUnlock() if _, ok := a.inventory[itemName]; ok { // If quantity is zero, remove the item entirely. if quantity <= 0 { delete(a.inventory, itemName) } else { // Subtract the quantity from inventory. If we have run down to // zero left, remove the item entirely. a.inventory[itemName] -= quantity if a.inventory[itemName] <= 0 { delete(a.inventory, itemName) } } return true } return false } // HasItem checks the actor's inventory for the item and returns the quantity. // // A return value of -1 means the item was not found. // The value 0 indicates a key item (one with no quantity). // Values >= 1 would be consumable items. func (a *Actor) HasItem(itemName string) int { a.muInventory.RLock() defer a.muInventory.RUnlock() if quantity, ok := a.inventory[itemName]; ok { return quantity } return -1 } // ListItems returns a sorted list of the items in the actor's inventory. func (a *Actor) ListItems() []string { a.muInventory.RLock() defer a.muInventory.RUnlock() var ( result = make([]string, len(a.inventory)) i = 0 ) for k := range a.inventory { result[i] = k i++ } sort.Strings(result) return result } // Inventory returns a copy of the actor's inventory struct. func (a *Actor) Inventory() map[string]int { a.muInventory.RLock() defer a.muInventory.RUnlock() var result = map[string]int{} for k, v := range a.inventory { result[k] = v } return result } // GetBoundingRect gets the bounding box of the actor's doodad. func (a *Actor) GetBoundingRect() render.Rect { return collision.GetBoundingRect(a) } // SetHitbox sets the actor's elected hitbox. func (a *Actor) SetHitbox(x, y, w, h int) { a.hitbox = render.Rect{ X: x, Y: y, W: w, H: h, } } // Hitbox returns the actor's elected hitbox. func (a *Actor) Hitbox() render.Rect { return a.hitbox } // SetData sets an arbitrary field in the actor's K/V storage. func (a *Actor) SetData(key, value string) { if a.data == nil { a.data = map[string]string{} } a.muData.Lock() a.data[key] = value a.muData.Unlock() } // GetData gets an arbitrary field from the actor's K/V storage. // Missing keys just return a blank string (friendly to the JavaScript // environment). func (a *Actor) GetData(key string) string { if a.data == nil { return "" } a.muData.RLock() v, _ := a.data[key] a.muData.RUnlock() return v } // LayerCount returns the number of layers in this actor's drawing. func (a *Actor) LayerCount() int { return len(a.Doodad().Layers) } // ShowLayer sets the actor's ActiveLayer to the index given. func (a *Actor) ShowLayer(index int) error { if index < 0 { return errors.New("layer index must be 0 or greater") } else if index > len(a.Doodad().Layers) { return fmt.Errorf("layer %d out of range for doodad's layers", index) } a.activeLayer = index a.Canvas.Load(a.Doodad().Palette, a.Doodad().Layers[index].Chunker) 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 }