Noah Petherbridge
810ba193d9
* New doodad: Electric Trapdoor. It is a horizontal version of the Electric Door. Opens while powered by a button or a switch and closes when it loses power. * The Box doodad will reset to its original location if it receives a power signal from a linked Button or Switch. So for box pushing puzzles you can add a reset button in case the boxes get stuck. * Refactored the Doodad build scripts into many Makefiles for easier iteration (don't need to compile ALL doodads to test one). Updates to the JavaScript API for doodads: * Self.MoveTo(Point) is now available to set the actor's position in world coordinates.
42 lines
1.2 KiB
Go
42 lines
1.2 KiB
Go
package uix
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import "git.kirsle.net/go/render"
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// Functions relating to the Doodad JavaScript API for Canvas Actors.
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// MakeSelfAPI generates the `Self` object for the scripting API in
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// reference to a live Canvas actor in the level.
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func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
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return map[string]interface{}{
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"Filename": actor.Doodad().Filename,
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"Title": actor.Doodad().Title,
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// functions
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"ID": actor.ID,
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"GetTag": actor.Doodad().Tag,
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"Position": actor.Position,
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"MoveTo": func(p render.Point) {
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actor.MoveTo(p)
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actor.SetGrounded(false)
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},
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"SetHitbox": actor.SetHitbox,
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"SetVelocity": actor.SetVelocity,
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"SetMobile": actor.SetMobile,
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"SetGravity": actor.SetGravity,
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"AddAnimation": actor.AddAnimation,
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"IsAnimating": actor.IsAnimating,
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"PlayAnimation": actor.PlayAnimation,
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"StopAnimation": actor.StopAnimation,
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"ShowLayer": actor.ShowLayer,
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"ShowLayerNamed": actor.ShowLayerNamed,
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"Destroy": actor.Destroy,
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"GetLinks": func() []map[string]interface{} {
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var result = []map[string]interface{}{}
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for _, linked := range w.GetLinkedActors(actor) {
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result = append(result, w.MakeSelfAPI(linked))
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}
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return result
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},
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}
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}
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