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.
54 lines
1.5 KiB
Go
54 lines
1.5 KiB
Go
package uix
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import (
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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uuid "github.com/satori/go.uuid"
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)
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// Actor is an object that marries together the three things that make a
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// Doodad instance "tick" while inside a Canvas:
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//
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// - uix.Actor is a doodads.Drawing so it fulfills doodads.Actor to be a
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// dynamic object during gameplay.
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// - It has a pointer to the level.Actor indicating its static level data
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// as defined in the map: its spawn coordinate and configuration.
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// - A uix.Canvas that can present the actor's graphics to the screen.
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type Actor struct {
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doodads.Drawing
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Actor *level.Actor
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Canvas *Canvas
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}
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// NewActor sets up a uix.Actor.
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// If the id is blank, a new UUIDv4 is generated.
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func NewActor(id string, levelActor *level.Actor, doodad *doodads.Doodad) *Actor {
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if id == "" {
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id = uuid.Must(uuid.NewV4()).String()
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}
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size := int32(doodad.Layers[0].Chunker.Size)
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can := NewCanvas(int(size), false)
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can.Name = id
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// TODO: if the Background is render.Invisible it gets defaulted to
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// White somewhere and the Doodad masks the level drawing behind it.
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can.SetBackground(render.RGBA(0, 0, 1, 0))
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can.LoadDoodad(doodad)
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can.Resize(render.NewRect(size, size))
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actor := &Actor{
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Drawing: doodads.NewDrawing(id, doodad),
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Actor: levelActor,
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Canvas: can,
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}
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// Give the Canvas a pointer to its (parent) Actor so it can draw its debug
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// label and show the World Position of the actor within the world.
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can.actor = actor
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return actor
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}
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