Noah Petherbridge
405aaf509d
New feature: link a Start Flag to another doodad in your level and you will play as that doodad instead of Boy. All Creatures are designed to be playable. Playing as "other" doodads leads to interesting effects, like not being able to activate buttons, switches, or warp doors and not having an inventory to pick up keys. The Anvil is fun: it can destroy other mobile doodads by jumping on them. If the actor does not specify that it has gravity, the gameplay starts in antigravity mode. This will be the vast majority of non-mobile doodads and the Bird. Other changes: * The Blue and Red Azulians now share a doodad script. * The Azulians AI is still to walk back and forth, pickup keys and press buttons. The Blue Azulian walks slower than the red one. * The Blue Azulian is no longer hidden from the doodads list. * Actor UUID values in levels are now V1 UUIDs (time-ordered). This will help to reliably resolve conflicts in draw order of overlapping doodads (newest added to level wins). * Link Tool: clicking on a pair of already-linked doodads will now unlink them, so you don't have to delete one to delete the link. * Actor Tool: deleting an actor immediately calls PruneLinks() to clean up any links that the deleted doodad might have.
82 lines
1.8 KiB
Go
82 lines
1.8 KiB
Go
package level
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import (
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"git.kirsle.net/go/render"
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"github.com/google/uuid"
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)
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// ActorMap holds the doodad information by their ID in the level data.
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type ActorMap map[string]*Actor
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// Inflate assigns each actor its ID from the hash map for their self reference.
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func (m ActorMap) Inflate() {
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for id, actor := range m {
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actor.id = id
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}
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}
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// Add a new Actor to the map. If it doesn't already have an ID it will be
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// given a random UUIDv4 ID.
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func (m ActorMap) Add(a *Actor) {
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if a.id == "" {
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a.id = uuid.Must(uuid.NewUUID()).String()
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}
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m[a.id] = a
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}
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// Remove an Actor from the map. The ID must be set at the very least, so to
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// remove by ID just create an Actor{id: x}
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func (m ActorMap) Remove(a *Actor) bool {
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if _, ok := m[a.id]; ok {
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delete(m, a.id)
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return true
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}
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return false
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}
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// Actor is an instance of a Doodad in the level.
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type Actor struct {
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id string // NOTE: read only, use ID() to access.
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Filename string `json:"filename"` // like "exit.doodad"
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Point render.Point `json:"point"`
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Links []string `json:"links,omitempty"` // IDs of linked actors
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}
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// ID returns the actor's ID.
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func (a *Actor) ID() string {
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return a.id
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}
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// AddLink adds a linked Actor to an Actor. Add the linked actor by its ID.
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func (a *Actor) AddLink(id string) {
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// Don't add a duplicate ID to the links array.
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for _, exist := range a.Links {
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if exist == id {
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return
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}
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}
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a.Links = append(a.Links, id)
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}
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// Unlink removes the linked actor's ID.
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func (a *Actor) Unlink(id string) {
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var newLinks []string
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for _, exist := range a.Links {
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if exist == id {
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continue
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}
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newLinks = append(newLinks, exist)
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}
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a.Links = newLinks
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}
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// IsLinked checks if the actor is linked to the other actor's ID.
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func (a *Actor) IsLinked(id string) bool {
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for _, exist := range a.Links {
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if exist == id {
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return true
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}
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}
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return false
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}
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