doodle/dev-assets/doodads/azulian/azulian.js
Noah Petherbridge ba6892aa95 WASM Texture Caching
* Refactor texture caching in render.Engine:
  * New interface method: NewTexture(filename string, image.Image)
  * WASM immediately encodes the image to PNG and generates a JavaScript
    `Image()` object to load it with a data URI and keep it in memory.
  * SDL2 saves the bitmap to disk as it did before.
  * WASM: deprecate the sessionStorage for holding image data. Session
    storage methods panic if called. The image data is directly kept in
    Go memory as a js.Value holding an Image().
* Shared Memory workaround: the level.Chunk.ToBitmap() function is where
  chunk textures get cached, but it had no access to the render.Engine
  used in the game. The `pkg/shmem` package holds global pointers to
  common structures like the CurrentRenderEngine as a work-around.
  * Also shmem.Flash() so Doodle can make its d.Flash() function
    globally available, any sub-package can now flash text to the screen
    regardless of source code location.
  * JavaScript API for Doodads now has a global Flash() function
    available.
* WASM: Handle window resize so Doodle can recompute its dimensions
  instead of scaling/shrinking the view.
2019-06-27 12:03:52 -07:00

39 lines
855 B
JavaScript

function main() {
Flash("Azulian '%s' initialized!", Self.Doodad.Title);
var playerSpeed = 12;
var gravity = 4;
var Vx = Vy = 0;
var animating = false;
var animStart = animEnd = 0;
var animFrame = animStart;
Self.SetGravity(true);
Self.SetHitbox(7, 4, 17, 28);
Self.AddAnimation("walk-left", 100, ["blu-wl1", "blu-wl2", "blu-wl3", "blu-wl4"]);
Self.AddAnimation("walk-right", 100, ["blu-wr1", "blu-wr2", "blu-wr3", "blu-wr4"]);
Events.OnKeypress(function(ev) {
Vx = 0;
Vy = 0;
if (ev.Right.Now) {
if (!Self.IsAnimating()) {
Self.PlayAnimation("walk-right", null);
}
Vx = playerSpeed;
} else if (ev.Left.Now) {
if (!Self.IsAnimating()) {
Self.PlayAnimation("walk-left", null);
}
Vx = -playerSpeed;
} else {
Self.StopAnimation();
animating = false;
}
// Self.SetVelocity(Point(Vx, Vy));
})
}