doodle/pkg/scripting/events.go
Noah Petherbridge 258b2eb285 Script Timers, Multiple Doodad Frames
* CLI: fix the `doodad convert` command to share the same Palette when
  converting each frame (layer) of a doodad so subsequent layers find
  the correct color swatches for serialization.
* Scripting: add timers and intervals to Doodad scripts to allow them to
  animate themselves or add delayed callbacks. The timers have the same
  API as a web browser: setTimeout(), setInterval(), clearTimeout(),
  clearInterval().
* Add support for uix.Actor to change its currently rendered layer in
  the level. For example a Button Doodad can set its image to Layer 1
  (pressed) when touched by the player, and Trapdoors can cycle through
  their layers to animate opening and closing.
  * Usage from a Doodad script: Self.ShowLayer(1)
* Default Doodads: added scripts for all Buttons, Doors, Keys and the
  Trapdoor to run their various animations when touched (in the case of
  Keys, destroy themselves when touched, because there is no player
  inventory yet)
2019-04-18 18:15:05 -07:00

69 lines
1.6 KiB
Go

package scripting
import (
"github.com/robertkrimen/otto"
)
// Event name constants.
const (
CollideEvent = "OnCollide" // another doodad collides with us
EnterEvent = "OnEnter" // a doodad is fully inside us
LeaveEvent = "OnLeave" // a doodad no longer collides with us
// Controllable (player character) doodad events
KeypressEvent = "OnKeypress" // i.e. arrow keys
)
// Events API for Doodad scripts.
type Events struct {
registry map[string][]otto.Value
}
// NewEvents initializes the Events API.
func NewEvents() *Events {
return &Events{
registry: map[string][]otto.Value{},
}
}
// OnCollide fires when another actor collides with yours.
func (e *Events) OnCollide(call otto.FunctionCall) otto.Value {
return e.register(CollideEvent, call.Argument(0))
}
// RunCollide invokes the OnCollide handler function.
func (e *Events) RunCollide() error {
return e.run(CollideEvent)
}
// register a named event.
func (e *Events) register(name string, callback otto.Value) otto.Value {
if !callback.IsFunction() {
return otto.Value{} // TODO
}
if _, ok := e.registry[name]; !ok {
e.registry[name] = []otto.Value{}
}
e.registry[name] = append(e.registry[name], callback)
return otto.Value{}
}
// Run an event handler. Returns an error only if there was a JavaScript error
// inside the function. If there are no event handlers, just returns nil.
func (e *Events) run(name string, args ...interface{}) error {
if _, ok := e.registry[name]; !ok {
return nil
}
for _, callback := range e.registry[name] {
_, err := callback.Call(otto.Value{}, args...)
if err != nil {
return err
}
}
return nil
}