package doodads import ( "git.kirsle.net/go/render" "github.com/google/uuid" ) // Drawing is a Doodad Actor that is based on drawings made inside the game. type Drawing struct { Doodad *Doodad id string point render.Point velocity render.Point accel int size render.Rect hitbox render.Rect grounded bool } // NewDrawing creates a Drawing actor based on a Doodad drawing. If you pass // an empty ID string, it will make a random UUIDv4 ID. func NewDrawing(id string, doodad *Doodad) Drawing { if id == "" { id = uuid.Must(uuid.NewRandom()).String() } return Drawing{ id: id, Doodad: doodad, size: doodad.Rect(), } } // ID to get the Drawing ID. func (d *Drawing) ID() string { return d.id } // Position returns the Drawing's position. func (d *Drawing) Position() render.Point { return d.point } // Velocity returns the Drawing's velocity. func (d *Drawing) Velocity() render.Point { return d.velocity } // SetVelocity to set the speed. func (d *Drawing) SetVelocity(v render.Point) { d.velocity = v } // Acceleration returns the Drawing's acceleration. func (d *Drawing) Acceleration() int { return d.accel } // SetAcceleration to set the acceleration. func (d *Drawing) SetAcceleration(v int) { d.accel = v } // Size returns the Drawing's size. func (d *Drawing) Size() render.Rect { return d.size } // Grounded returns whether the Drawing is standing on solid ground. func (d *Drawing) Grounded() bool { return d.grounded } // SetGrounded sets the grounded state. func (d *Drawing) SetGrounded(v bool) { d.grounded = v } // // SetHitbox sets the actor's elected hitbox. // func (d *Drawing) SetHitbox(x, y, w, h int) { // d.hitbox = render.Rect{ // X: int32(x), // Y: int32(y), // W: int32(w), // H: int32(h), // } // } // // // Hitbox returns the actor's elected hitbox. // func (d *Drawing) Hitbox() render.Rect { // return d.hitbox // } // MoveBy a relative value. func (d *Drawing) MoveBy(by render.Point) { d.point.Add(by) } // MoveTo an absolute world value. func (d *Drawing) MoveTo(to render.Point) { d.point = to } // Draw the drawing. func (d *Drawing) Draw(e render.Engine) { }