Noah Petherbridge
241186209c
Fixes: * Move the call to CollidesWithGrid() inside the Canvas instead of outside in the PlayScene.movePlayer() so it can apply to all Actors in motion. * PlayScene.movePlayer() in turn just sets the player's Velocity so the Canvas.Loop() can move the actor itself. * When keeping the player inside the level boundaries: previously it was assuming the player Position was relative to the window, and was checking the WorldIndexAt and getting wrong results. * Canvas scrolling (loopFollowActor): check that the actor is getting close to the screen edge using the Viewport into the world, NOT the screen-relative coordinates of the Canvas bounding boxes.
110 lines
2.2 KiB
Go
110 lines
2.2 KiB
Go
package render
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import (
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"fmt"
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"strconv"
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"strings"
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)
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// Point holds an X,Y coordinate value.
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type Point struct {
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X int32
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Y int32
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}
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// Common points.
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var (
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Origin Point
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)
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// NewPoint makes a new Point at an X,Y coordinate.
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func NewPoint(x, y int32) Point {
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return Point{
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X: x,
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Y: y,
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}
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}
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func (p Point) String() string {
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return fmt.Sprintf("%d,%d", p.X, p.Y)
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}
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// ParsePoint to parse a point from its string representation.
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func ParsePoint(v string) (Point, error) {
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halves := strings.Split(v, ",")
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if len(halves) != 2 {
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return Point{}, fmt.Errorf("'%s': not a valid coordinate string", v)
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}
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x, errX := strconv.Atoi(halves[0])
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y, errY := strconv.Atoi(halves[1])
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if errX != nil || errY != nil {
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return Point{}, fmt.Errorf("invalid coordinate string (X: %v; Y: %v)",
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errX,
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errY,
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)
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}
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return Point{
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X: int32(x),
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Y: int32(y),
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}, nil
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}
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// IsZero returns if the point is the zero value.
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func (p Point) IsZero() bool {
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return p.X == 0 && p.Y == 0
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}
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// Inside returns whether the Point falls inside the rect.
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//
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// NOTICE: the W and H are zero-relative, so a 100x100 box at coordinate
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// X,Y would still have W,H of 100.
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func (p Point) Inside(r Rect) bool {
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var (
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x1 = r.X
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y1 = r.Y
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x2 = r.X + r.W
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y2 = r.Y + r.H
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)
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return ((p.X >= x1 && p.X <= x2) &&
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(p.Y >= y1 && p.Y <= y2))
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}
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// Add (or subtract) the other point to your current point.
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func (p *Point) Add(other Point) {
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p.X += other.X
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p.Y += other.Y
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}
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// Subtract the other point from your current point.
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func (p *Point) Subtract(other Point) {
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p.X -= other.X
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p.Y -= other.Y
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}
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// MarshalText to convert the point into text so that a render.Point may be used
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// as a map key and serialized to JSON.
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func (p *Point) MarshalText() ([]byte, error) {
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return []byte(fmt.Sprintf("%d,%d", p.X, p.Y)), nil
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}
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// UnmarshalText to restore it from text.
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func (p *Point) UnmarshalText(b []byte) error {
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halves := strings.Split(strings.Trim(string(b), `"`), ",")
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if len(halves) != 2 {
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return fmt.Errorf("'%s': not a valid coordinate string", b)
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}
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x, errX := strconv.Atoi(halves[0])
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y, errY := strconv.Atoi(halves[1])
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if errX != nil || errY != nil {
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return fmt.Errorf("Point.UnmarshalJSON: Atoi errors (X=%s Y=%s)",
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errX,
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errY,
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)
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}
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p.X = int32(x)
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p.Y = int32(y)
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return nil
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}
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