package uix import ( "errors" "fmt" "reflect" "time" "git.kirsle.net/SketchyMaze/doodle/pkg/log" "github.com/dop251/goja" ) // Animation holds a named animation for a doodad script. type Animation struct { Name string Interval time.Duration Layers []int // runtime state variables activeLayer int nextFrameAt time.Time } /* TickAnimation advances an animation forward. This method is called by canvas.Loop() only when the actor is currently `animating` and their current animation's nextFrameAt has been reached by the current time.Now(). Returns true when the animation has finished and false if there is still more frames left to animate. */ func (a *Actor) TickAnimation(an *Animation) bool { an.activeLayer++ if an.activeLayer < len(an.Layers) { a.ShowLayer(an.Layers[an.activeLayer]) } else if an.activeLayer >= len(an.Layers) { // final layer has been shown for 2 ticks, return that the animation has // been concluded. return true } // Schedule the next frame of animation. an.nextFrameAt = time.Now().Add(an.Interval) return false } // AddAnimation installs a new animation into the scripting engine for this actor. // // The layers can be an array of string names or integer indexes. func (a *Actor) AddAnimation(name string, interval int64, layers []interface{}) error { if len(layers) == 0 { return errors.New("no named layers given to AddAnimation()") } // Find all the layers by name. var indexes []int for _, name := range layers { switch v := name.(type) { case string: var found bool for i, layer := range a.Doodad().Layers { if layer.Name == v { indexes = append(indexes, i) found = true break } } if !found { return fmt.Errorf("layer named '%s' not found in doodad", v) } case int64: // TODO: I want to find out if this is ever not an int64 coming from // JavaScript. if reflect.TypeOf(v).String() != "int64" { log.Error("AddAnimation: expected an int64 from JavaScript but got a %s", reflect.TypeOf(v)) } iv := int(v) if iv < len(a.Doodad().Layers) { indexes = append(indexes, iv) } else { return fmt.Errorf("layer numbered '%d' is out of bounds", iv) } default: return fmt.Errorf( "invalid type for layer '%+v': should be a string (named layer) "+ "or int (indexed layer) but was a %s", v, reflect.TypeOf(name)) } } a.animations[name] = &Animation{ Name: name, Interval: time.Duration(interval) * time.Millisecond, Layers: indexes, } return nil } // PlayAnimation starts an animation and then calls a JavaScript function when // the last frame has played out. Set a null function to ignore the callback. func (a *Actor) PlayAnimation(name string, callback goja.Value) error { anim, ok := a.animations[name] if !ok { return fmt.Errorf("animation named '%s' not found", name) } a.activeAnimation = anim a.animationCallback = callback // Show the first layer. anim.activeLayer = 0 anim.nextFrameAt = time.Now().Add(anim.Interval) a.ShowLayer(anim.Layers[0]) return nil } // IsAnimating returns if the current actor is playing an animation. func (a *Actor) IsAnimating() bool { return a.activeAnimation != nil } // StopAnimation stops any current animations. func (a *Actor) StopAnimation() { if a.activeAnimation == nil { return } a.activeAnimation = nil a.animationCallback = goja.Null() }