doodle/pkg/uix/canvas_actors.go
Noah Petherbridge 2c1185cc9f Doodads: Warp Doors, Bird, Larger State Blocks
* The blue and orange ON/OFF state blocks have all been increased in
  size to better match the player character (42x42 up from 33x33)
* Added a new mob: the Red Bird. It flies back and forth while
  maintaining its altitude, similar to the Red Azulian. Planned AI
  behavior is to divebomb the player when it gets close. Dive sprites
  are included but not yet hooked up in JavaScript.
* Warp Doors! (WIP). They have a golden "W" on them and come in three
  varieties: Brown, Blue and Orange. The blue and orange ones are
  sensitive to the State Block and will become dotted outlines when
  inactive (and can not be entered in this state). The door opens for
  the player character, makes him disappear, then closes again. The plan
  is it will then warp you to the location of a linked Warp Door
  elsewhere on the level, but for now it will just make the player
  re-appear after completing the Close Door animation.
2020-12-29 20:31:35 -08:00

190 lines
5.2 KiB
Go

package uix
import (
"errors"
"fmt"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/scripting"
"git.kirsle.net/go/render"
)
// InstallActors adds external Actors to the canvas to be superimposed on top
// of the drawing.
func (w *Canvas) InstallActors(actors level.ActorMap) error {
w.actors = make([]*Actor, 0)
for id, actor := range actors {
doodad, err := doodads.LoadFile(actor.Filename)
if err != nil {
return fmt.Errorf("InstallActors: %s", err)
}
// Create the "live" Actor to exist in the world, and set its world
// position to the Point defined in the level data.
liveActor := NewActor(id, actor, doodad)
liveActor.MoveTo(actor.Point)
w.actors = append(w.actors, liveActor)
}
return nil
}
// ClearActors removes all the actors from the Canvas.
func (w *Canvas) ClearActors() {
w.actors = []*Actor{}
}
// SetScriptSupervisor assigns the Canvas scripting supervisor to enable
// interaction with actor scripts.
func (w *Canvas) SetScriptSupervisor(s *scripting.Supervisor) {
w.scripting = s
}
// InstallScripts loads all the current actors' scripts into the scripting
// engine supervisor.
func (w *Canvas) InstallScripts() error {
if w.scripting == nil {
return errors.New("no script supervisor is configured for this canvas")
}
if len(w.actors) == 0 {
return errors.New("no actors exist in this canvas to install scripts for")
}
for _, actor := range w.actors {
vm := w.scripting.To(actor.ID())
// Security: expose a selective API to the actor to the JS engine.
vm.Self = map[string]interface{}{
"Filename": actor.Doodad().Filename,
"Title": actor.Doodad().Title,
// functions
"ID": actor.ID,
"GetTag": actor.Doodad().Tag,
"Position": actor.Position,
"SetHitbox": actor.SetHitbox,
"SetVelocity": actor.SetVelocity,
"SetMobile": actor.SetMobile,
"SetGravity": actor.SetGravity,
"AddAnimation": actor.AddAnimation,
"IsAnimating": actor.IsAnimating,
"PlayAnimation": actor.PlayAnimation,
"StopAnimation": actor.StopAnimation,
"ShowLayer": actor.ShowLayer,
"ShowLayerNamed": actor.ShowLayerNamed,
"Destroy": actor.Destroy,
}
vm.Set("Self", vm.Self)
if _, err := vm.Run(actor.Doodad().Script); err != nil {
log.Error("Run script for actor %s failed: %s", actor.ID(), err)
}
// Call the main() function.
log.Debug("Calling Main() for %s", actor.ID())
if err := vm.Main(); err != nil {
log.Error("main() for actor %s errored: %s", actor.ID(), err)
}
}
return nil
}
// AddActor injects additional actors into the canvas, such as a Player doodad.
func (w *Canvas) AddActor(actor *Actor) error {
w.actors = append(w.actors, actor)
return nil
}
// drawActors is a subroutine of Present() that superimposes the actors on top
// of the level drawing.
func (w *Canvas) drawActors(e render.Engine, p render.Point) {
var (
Viewport = w.ViewportRelative()
S = w.Size()
)
// See if each Actor is in range of the Viewport.
for i, a := range w.actors {
if a == nil {
log.Error("Canvas.drawActors: null actor at index %d (of %d actors)", i, len(w.actors))
continue
}
// Skip hidden actors.
if a.hidden {
continue
}
var (
can = a.Canvas // Canvas widget that draws the actor
actorPoint = a.Position()
actorSize = a.Size()
)
// Create a box of World Coordinates that this actor occupies. The
// Actor X,Y from level data is already a World Coordinate;
// accomodate for the size of the Actor.
actorBox := render.Rect{
X: actorPoint.X,
Y: actorPoint.Y,
W: actorSize.W,
H: actorSize.H,
}
// Is any part of the actor visible?
if !Viewport.Intersects(actorBox) {
continue // not visible on screen
}
drawAt := render.Point{
X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
}
resizeTo := actorSize
// XXX TODO: when an Actor hits the left or top edge and shrinks,
// scrolling to offset that shrink is currently hard to solve.
scrollTo := render.Origin
// Handle cropping and scaling if this Actor's canvas can't be
// completely visible within the parent.
if drawAt.X+resizeTo.W > p.X+S.W {
// Hitting the right edge, shrunk the width now.
delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
resizeTo.W -= delta
} else if drawAt.X < p.X {
// Hitting the left edge. Cap the X coord and shrink the width.
delta := p.X - drawAt.X // positive number
drawAt.X = p.X
// scrollTo.X -= delta / 2 // TODO
resizeTo.W -= delta
}
if drawAt.Y+resizeTo.H > p.Y+S.H {
// Hitting the bottom edge, shrink the height.
delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
resizeTo.H -= delta
} else if drawAt.Y < p.Y {
// Hitting the top edge. Cap the Y coord and shrink the height.
delta := p.Y - drawAt.Y
drawAt.Y = p.Y
// scrollTo.Y -= delta // TODO
resizeTo.H -= delta
}
if resizeTo != actorSize {
can.Resize(resizeTo)
can.ScrollTo(scrollTo)
}
can.Present(e, drawAt)
// Clean up the canvas size and offset.
can.Resize(actorSize) // restore original size in case cropped
can.ScrollTo(render.Origin)
}
}