Noah Petherbridge
4d08bf1d85
* Switch from otto to goja for JavaScript engine. * goja supports many ES6 syntax features like arrow functions, const/let, for-of with more coming soon. * Same great features as otto, more modern environment for doodads!
401 lines
10 KiB
Go
401 lines
10 KiB
Go
package uix
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import (
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"errors"
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"fmt"
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"sort"
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"sync"
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"git.kirsle.net/apps/doodle/pkg/collision"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/physics"
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"git.kirsle.net/go/render"
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"github.com/dop251/goja"
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"github.com/google/uuid"
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)
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// Actor is an object that marries together the three things that make a
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// Doodad instance "tick" while inside a Canvas:
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//
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// - uix.Actor is a doodads.Drawing so it fulfills doodads.Actor to be a
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// dynamic object during gameplay.
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// - It has a pointer to the level.Actor indicating its static level data
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// as defined in the map: its spawn coordinate and configuration.
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// - A uix.Canvas that can present the actor's graphics to the screen.
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type Actor struct {
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Drawing *doodads.Drawing
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Actor *level.Actor
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Canvas *Canvas
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activeLayer int // active drawing frame for display
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flagDestroy bool // flag the actor for destruction
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flagUsing bool // flag that the (player) has pressed the Use key.
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// Actor runtime variables.
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hasGravity bool
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hasInventory bool
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isMobile bool // Mobile character, such as the player or an enemy
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noclip bool // Disable collision detection
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hidden bool // invisible, via Hide() and Show()
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frozen bool // Frozen, via Freeze() and Unfreeze()
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hitbox render.Rect
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inventory map[string]int // item inventory. doodad name -> quantity, 0 for key item.
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data map[string]string // arbitrary key/value store. DEPRECATED ??
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// Movement data.
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position render.Point
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velocity physics.Vector
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grounded bool
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// Animation variables.
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animations map[string]*Animation
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activeAnimation *Animation
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animationCallback goja.Value
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// Mutex.
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muInventory sync.RWMutex
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muData sync.RWMutex
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}
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// NewActor sets up a uix.Actor.
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// If the id is blank, a new UUIDv4 is generated.
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func NewActor(id string, levelActor *level.Actor, doodad *doodads.Doodad) *Actor {
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if id == "" {
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id = uuid.Must(uuid.NewUUID()).String()
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}
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size := doodad.Layers[0].Chunker.Size
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can := NewCanvas(int(size), false)
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can.Name = id
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// TODO: if the Background is render.Invisible it gets defaulted to
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// White somewhere and the Doodad masks the level drawing behind it.
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can.SetBackground(render.RGBA(0, 0, 1, 0))
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can.LoadDoodad(doodad)
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can.Resize(render.NewRect(size, size))
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actor := &Actor{
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Drawing: doodads.NewDrawing(id, doodad),
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Actor: levelActor,
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Canvas: can,
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animations: map[string]*Animation{},
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inventory: map[string]int{},
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}
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// Give the Canvas a pointer to its (parent) Actor so it can draw its debug
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// label and show the World Position of the actor within the world.
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can.actor = actor
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return actor
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}
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// ID returns the actor's ID. This is the underlying doodle.Drawing.ID().
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func (a *Actor) ID() string {
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return a.Drawing.ID()
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}
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// Doodad offers access to the underlying Doodad object.
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// Shortcut to the `.Drawing.Doodad` property path.
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func (a *Actor) Doodad() *doodads.Doodad {
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return a.Drawing.Doodad
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}
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// SetGravity configures whether the actor is affected by gravity.
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func (a *Actor) SetGravity(v bool) {
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a.hasGravity = v
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}
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// SetMobile configures whether the actor is a mobile character (i.e. is the
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// player or a mobile enemy). Mobile characters can set off certain traps when
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// touched but non-mobile actors don't set each other off if touching.
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func (a *Actor) SetMobile(v bool) {
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a.isMobile = v
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}
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// SetInventory configures whether the actor is capable of carrying items.
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func (a *Actor) SetInventory(v bool) {
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a.hasInventory = true
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}
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// IsMobile returns whether the actor is a mobile character.
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func (a *Actor) IsMobile() bool {
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return a.isMobile
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}
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// IsPlayer returns whether the actor is the player character.
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// It's true when the Actor ID is "PLAYER"
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func (a *Actor) IsPlayer() bool {
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return a.Canvas.Name == "PLAYER"
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}
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// HasInventory returns if the actor is capable of carrying items.
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func (a *Actor) HasInventory() bool {
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return a.hasInventory
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}
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// HasGravity returns if gravity applies to the actor.
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func (a *Actor) HasGravity() bool {
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return a.hasGravity
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}
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// Size returns the size of the actor, from the underlying doodads.Drawing.
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func (a *Actor) Size() render.Rect {
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return a.Drawing.Size()
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}
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// Velocity returns the actor's current velocity vector.
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func (a *Actor) Velocity() physics.Vector {
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return a.velocity
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}
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// SetVelocity updates the actor's velocity vector.
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func (a *Actor) SetVelocity(v physics.Vector) {
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a.velocity = v
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}
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// Position returns the actor's position.
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func (a *Actor) Position() render.Point {
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return a.position
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}
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// MoveTo sets the actor's position.
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func (a *Actor) MoveTo(p render.Point) {
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a.position = p
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}
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// MoveBy adjusts the actor's position.
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func (a *Actor) MoveBy(p render.Point) {
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a.position.Add(p)
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}
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// Grounded returns if the actor is touching a floor.
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func (a *Actor) Grounded() bool {
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return a.grounded
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}
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// SetGrounded sets the actor's grounded value.
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func (a *Actor) SetGrounded(v bool) {
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a.grounded = v
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}
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// Hide makes the actor invisible.
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func (a *Actor) Hide() {
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a.hidden = true
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}
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// Show a hidden actor.
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func (a *Actor) Show() {
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a.hidden = false
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}
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// Freeze an actor. For the player character, this means arrow key inputs
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// will stop moving the actor.
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func (a *Actor) Freeze() {
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a.frozen = true
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}
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// Unfreeze an actor.
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func (a *Actor) Unfreeze() {
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a.frozen = false
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}
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// IsFrozen returns true if the actor is frozen.
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func (a *Actor) IsFrozen() bool {
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return a.frozen
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}
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// SetUsing enables the "Use Key" flag, mainly for the player character to activate
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// certain doodads in the level.
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func (a *Actor) SetUsing(v bool) {
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a.flagUsing = v
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}
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// SetNoclip sets the noclip setting for an actor. If true, the actor can
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// clip through level geometry.
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func (a *Actor) SetNoclip(v bool) {
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a.noclip = v
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}
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// AddItem adds an item doodad to the actor's inventory.
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// Item name is usually the doodad filename.
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func (a *Actor) AddItem(itemName string, quantity int) {
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a.muInventory.Lock()
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if _, ok := a.inventory[itemName]; ok {
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a.inventory[itemName] += quantity
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} else {
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a.inventory[itemName] = quantity
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}
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a.muInventory.Unlock()
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}
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// RemoveItem removes a quantity of an item from the actor's inventory.
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//
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// Provide a quantity of 0 to remove the item completely.
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// Otherwise provides a number greater than zero and you will subtract this
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// quantity from the item. If the item then is at <= zero, it is removed from
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// inventory.
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func (a *Actor) RemoveItem(itemName string, quantity int) bool {
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a.muInventory.RLock()
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defer a.muInventory.RUnlock()
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if _, ok := a.inventory[itemName]; ok {
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// If quantity is zero, remove the item entirely.
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if quantity <= 0 {
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delete(a.inventory, itemName)
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} else {
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// Subtract the quantity from inventory. If we have run down to
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// zero left, remove the item entirely.
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a.inventory[itemName] -= quantity
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if a.inventory[itemName] <= 0 {
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delete(a.inventory, itemName)
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}
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}
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return true
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}
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return false
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}
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// ClearInventory removes all items from the actor's inventory.
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func (a *Actor) ClearInventory() {
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a.muInventory.Lock()
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a.inventory = map[string]int{}
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a.muInventory.Unlock()
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}
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// HasItem checks the actor's inventory for the item and returns the quantity.
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//
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// A return value of -1 means the item was not found.
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// The value 0 indicates a key item (one with no quantity).
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// Values >= 1 would be consumable items.
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func (a *Actor) HasItem(itemName string) int {
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a.muInventory.RLock()
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defer a.muInventory.RUnlock()
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if quantity, ok := a.inventory[itemName]; ok {
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return quantity
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}
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return -1
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}
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// ListItems returns a sorted list of the items in the actor's inventory.
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func (a *Actor) ListItems() []string {
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a.muInventory.RLock()
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defer a.muInventory.RUnlock()
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var (
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result = make([]string, len(a.inventory))
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i = 0
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)
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for k := range a.inventory {
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result[i] = k
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i++
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}
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sort.Strings(result)
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return result
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}
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// Inventory returns a copy of the actor's inventory struct.
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func (a *Actor) Inventory() map[string]int {
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a.muInventory.RLock()
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defer a.muInventory.RUnlock()
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var result = map[string]int{}
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for k, v := range a.inventory {
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result[k] = v
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}
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return result
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}
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// GetBoundingRect gets the bounding box of the actor's doodad.
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func (a *Actor) GetBoundingRect() render.Rect {
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return collision.GetBoundingRect(a)
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}
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// SetHitbox sets the actor's elected hitbox.
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func (a *Actor) SetHitbox(x, y, w, h int) {
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a.hitbox = render.Rect{
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X: x,
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Y: y,
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W: w,
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H: h,
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}
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}
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// Hitbox returns the actor's elected hitbox. If the JavaScript did not set
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// a hitbox, it defers to the Doodad's metadata hitbox.
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func (a *Actor) Hitbox() render.Rect {
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if a.hitbox.IsZero() && !a.Drawing.Doodad.Hitbox.IsZero() {
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return a.Drawing.Doodad.Hitbox
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}
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return a.hitbox
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}
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// SetData sets an arbitrary field in the actor's K/V storage.
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func (a *Actor) SetData(key, value string) {
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if a.data == nil {
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a.data = map[string]string{}
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}
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a.muData.Lock()
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a.data[key] = value
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a.muData.Unlock()
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}
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// GetData gets an arbitrary field from the actor's K/V storage.
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// Missing keys just return a blank string (friendly to the JavaScript
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// environment).
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func (a *Actor) GetData(key string) string {
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if a.data == nil {
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return ""
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}
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a.muData.RLock()
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v, _ := a.data[key]
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a.muData.RUnlock()
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return v
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}
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// LayerCount returns the number of layers in this actor's drawing.
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func (a *Actor) LayerCount() int {
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return len(a.Doodad().Layers)
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}
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// ShowLayer sets the actor's ActiveLayer to the index given.
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func (a *Actor) ShowLayer(index int) error {
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if index < 0 {
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return errors.New("layer index must be 0 or greater")
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} else if index > len(a.Doodad().Layers) {
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return fmt.Errorf("layer %d out of range for doodad's layers", index)
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}
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a.activeLayer = index
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a.Canvas.Load(a.Doodad().Palette, a.Doodad().Layers[index].Chunker)
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return nil
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}
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// ShowLayerNamed sets the actor's ActiveLayer to the one named.
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func (a *Actor) ShowLayerNamed(name string) error {
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// Find the layer.
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for i, layer := range a.Doodad().Layers {
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if layer.Name == name {
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return a.ShowLayer(i)
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}
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}
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log.Warn("Actor(%s) ShowLayerNamed(%s): layer not found",
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a.Actor.Filename,
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name,
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)
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return fmt.Errorf("the layer named %s was not found", name)
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}
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// Destroy deletes the actor from the running level.
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func (a *Actor) Destroy() {
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a.flagDestroy = true
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}
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