doodle/pkg/uix/canvas_link_tool.go
Noah Petherbridge 3892087932 Doodads: Use Key and Working Warp Doors
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a
  collision event doing so.
* Warp Doors are now functional: the player opens a door, disappears,
  the door closes; player is teleported to the linked door which opens,
  appears the player and closes.
* If the player exits thru a Blue or Orange door which is disabled
  (dotted outline), the door still opens and drops the player off but
  returns to a Disabled state, acting as a one-way door.
* Clean up several debug log lines from Doodle and doodad scripts.
2021-01-03 15:19:21 -08:00

69 lines
1.6 KiB
Go

package uix
import (
"errors"
"sort"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/shmem"
)
// LinkStart initializes the Link tool.
func (w *Canvas) LinkStart() {
w.Tool = drawtool.LinkTool
w.linkFirst = nil
}
// LinkAdd adds an actor to be linked in the Link tool.
func (w *Canvas) LinkAdd(a *Actor) error {
if w.linkFirst == nil {
// First click, hold onto this actor.
w.linkFirst = a
shmem.Flash("Doodad '%s' selected, click the next Doodad to link it to",
a.Doodad().Title,
)
} else {
// Second click, call the OnLinkActors handler with the two actors.
if w.OnLinkActors != nil {
w.OnLinkActors(w.linkFirst, a)
} else {
return errors.New("Canvas.LinkAdd: no OnLinkActors handler is ready")
}
// Reset the link state.
w.linkFirst = nil
}
return nil
}
// GetLinkedActors returns the live Actor instances (Play Mode) which are linked
// to the live actor given.
func (w *Canvas) GetLinkedActors(a *Actor) []*Actor {
// Identify the linked actor UUIDs from the level file.
linkedIDs := map[string]interface{}{}
matching := map[string]*Actor{}
for _, id := range a.Actor.Links {
linkedIDs[id] = nil
}
// Find live instances of these actors.
for _, live := range w.actors {
if _, ok := linkedIDs[live.ID()]; ok {
matching[live.ID()] = live
}
}
// Sort them deterministically and return.
keys := []string{}
for key, _ := range matching {
keys = append(keys, key)
}
sort.Strings(keys)
result := []*Actor{}
for _, key := range keys {
result = append(result, matching[key])
}
return result
}