doodle/pkg/doodads/drawing.go
Noah Petherbridge 866e5e7fd8 Deterministic JavaScript intervals + Code Cleanup
* Remove several unused functions in doodad.Drawing (velocity, acceleration,
  grounded, etc.) - uix.Actor is where these are actually managed.
* In the JavaScript API, setTimeout() and setInterval() will translate the
  milliseconds from wallclock time into a fixed number of game ticks to match
  the target frame rate for better deterministic timing.
2024-04-27 00:10:28 -07:00

55 lines
1.0 KiB
Go

package doodads
import (
"git.kirsle.net/go/render"
"github.com/google/uuid"
)
// Drawing is a Doodad Actor that is based on drawings made inside the game.
type Drawing struct {
Doodad *Doodad
id string
point render.Point
velocity render.Point
accel int
size render.Rect
hitbox render.Rect
grounded bool
}
// NewDrawing creates a Drawing actor based on a Doodad drawing. If you pass
// an empty ID string, it will make a random UUIDv4 ID.
func NewDrawing(id string, doodad *Doodad) *Drawing {
if id == "" {
id = uuid.Must(uuid.NewUUID()).String()
}
return &Drawing{
id: id,
Doodad: doodad,
size: doodad.Rect(),
}
}
// ID to get the Drawing ID.
func (d *Drawing) ID() string {
return d.id
}
// Position returns the Drawing's position.
func (d *Drawing) Position() render.Point {
return d.point
}
// Size returns the Drawing's size.
func (d *Drawing) Size() render.Rect {
return d.size
}
// MoveTo an absolute world value.
//
// NOTE: used only by unit test.
func (d *Drawing) MoveTo(to render.Point) {
d.point = to
}