Noah Petherbridge
626fd53a84
Link a Doodad to a Checkpoint Flag (like you would a Start Flag) and crossing the flag will replace the player with that doodad. Multiple checkpoint flags like this can toggle you between characters. * Azulians are now friendly to player characters who have the word "Azulian" in their title. * Improve Bird as the playable character: * Dive animation if the player flies diagonally downwards * Animation loop while hovering in the air instead of pausing * Checkpoint flags don't spam each other on PubSub so much which could sometimes lead to deadlocks! SetPlayerCharacter added to the JavaScript API. The Checkpoint Flag (not the region) can link to a doodad and replace the player character with that linked doodad when you activate the checkpoint: Actors.SetPlayerCharacter(filename string): like "boy.doodad" Add various panic catchers to make JavaScript safer and log issues to console.
121 lines
3.0 KiB
Go
121 lines
3.0 KiB
Go
// Package scripting manages the JavaScript VMs for Doodad scripts.
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package scripting
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import (
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"errors"
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"fmt"
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"time"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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)
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// Supervisor manages the JavaScript VMs for each doodad by its
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// unique ID.
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type Supervisor struct {
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scripts map[string]*VM
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// Global event handlers.
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onLevelExit func()
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onLevelFail func(message string)
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onSetCheckpoint func(where render.Point)
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}
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// NewSupervisor creates a new JavaScript Supervior.
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func NewSupervisor() *Supervisor {
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return &Supervisor{
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scripts: map[string]*VM{},
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}
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}
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// Loop the supervisor to invoke timer events in any running scripts.
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func (s *Supervisor) Loop() error {
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now := time.Now()
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for _, vm := range s.scripts {
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vm.TickTimer(now)
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}
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return nil
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}
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// InstallScripts loads scripts for all actors in the level.
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func (s *Supervisor) InstallScripts(level *level.Level) error {
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for _, actor := range level.Actors {
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if err := s.AddLevelScript(actor.ID(), actor.Filename); err != nil {
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return err
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}
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}
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// Loop again to bridge channels together for linked VMs.
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for _, actor := range level.Actors {
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// Add linked actor IDs.
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if len(actor.Links) > 0 {
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// Bridge the links up.
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var thisVM = s.scripts[actor.ID()]
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for _, id := range actor.Links {
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// Assign this target actor's Inbound channel to the source
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// actor's array of Outbound channels.
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if _, ok := s.scripts[id]; !ok {
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log.Error("scripting.InstallScripts: actor %s is linked to %s but %s was not found",
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actor.ID(),
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id,
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id,
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)
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continue
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}
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thisVM.Outbound = append(thisVM.Outbound, s.scripts[id].Inbound)
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}
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}
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}
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return nil
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}
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// AddLevelScript adds a script to the supervisor with level hooks.
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// The `id` will key the VM and should be the Actor ID in the level.
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// The `name` is used to name the VM for debug logging.
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func (s *Supervisor) AddLevelScript(id string, name string) error {
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if _, ok := s.scripts[id]; ok {
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return fmt.Errorf("duplicate actor ID %s in level", id)
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}
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s.scripts[id] = NewVM(fmt.Sprintf("%s#%s", name, id))
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RegisterPublishHooks(s, s.scripts[id])
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RegisterEventHooks(s, s.scripts[id])
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if err := s.scripts[id].RegisterLevelHooks(); err != nil {
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return err
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}
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return nil
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}
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// To returns the VM for a named script.
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func (s *Supervisor) To(name string) *VM {
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if vm, ok := s.scripts[name]; ok {
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return vm
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}
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// TODO: put this log back in, but add PLAYER script so it doesn't spam
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// the console for missing PLAYER.
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log.Error("scripting.Supervisor.To(%s): no such VM but returning blank VM",
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name,
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)
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return NewVM(name)
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}
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// GetVM returns a script VM from the supervisor.
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func (s *Supervisor) GetVM(name string) (*VM, error) {
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if vm, ok := s.scripts[name]; ok {
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return vm, nil
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}
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return nil, errors.New("not found")
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}
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// RemoveVM removes a script from the supervisor, stopping it.
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func (s *Supervisor) RemoveVM(name string) error {
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if _, ok := s.scripts[name]; ok {
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delete(s.scripts, name)
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return nil
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}
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return errors.New("not found")
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}
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