Noah Petherbridge
bca848d534
Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
67 lines
1.8 KiB
Markdown
67 lines
1.8 KiB
Markdown
# Doodad Scripting Engine
|
|
|
|
Some ideas for the scripting engine for Doodads inside your level.
|
|
|
|
# Architecture
|
|
|
|
The script will be an "attached file" in the Doodad format as a special file
|
|
named "index.js" as the entry point.
|
|
|
|
Each Doodad will have its `index.js` script loaded into an isolated JS
|
|
environment where it can't access any data about other Doodads or anything
|
|
user specific. The `main()` function is called so the Doodad script can
|
|
set itself up.
|
|
|
|
The `main()` function should:
|
|
|
|
* Initialize any state variables the Doodad wants to use in its script.
|
|
* Subscribe to callback events that the Doodad is interested in catching.
|
|
|
|
The script interacts with the Doodle application through an API broker object
|
|
(a Go surface area of functions).
|
|
|
|
# API Broker Interface
|
|
|
|
```go
|
|
type API interface {
|
|
// "Self" functions.
|
|
SetFrame(frame int) // Set the currently visible frame in this Doodad.
|
|
MoveTo(render.Point)
|
|
|
|
// Game functions.k
|
|
EndLevel() // Exit the current level with a victory
|
|
|
|
/************************************
|
|
* Event Handler Callback Functions *
|
|
************************************/
|
|
|
|
// When we become visible on screen or disappear off the screen.
|
|
OnVisible()
|
|
OnHidden()
|
|
|
|
// OnEnter: the other Doodad has ENTIRELY entered our box. Or if the other
|
|
// doodad is bigger, they have ENTIRELY enveloped ours.
|
|
OnEnter(func(other Doodad))
|
|
|
|
// OnCollide: when we bump into another Doodad.
|
|
OnCollide(func(other Doodad))
|
|
}
|
|
```
|
|
|
|
## Mockup Script
|
|
|
|
```javascript
|
|
function main() {
|
|
console.log("hello world");
|
|
|
|
// Register event callbacks.
|
|
Doodle.OnEnter(onEnter);
|
|
}
|
|
|
|
// onEnter: handle when another Doodad (like the player) completely enters
|
|
// the bounding box of our Doodad. Example: a level exit.
|
|
function onEnter(other) {
|
|
|
|
}
|
|
```
|