Noah Petherbridge
08e65c32b5
* Player character now experiences acceleration and friction when walking around the map! * Actor position and movement had to be converted from int's (render.Point) to float64's to support fine-grained acceleration steps. * Added "physics" package and physics.Vector to be a float64 counterpart for render.Point. Vector is used for uix.Actor.Position() for the sake of movement math. Vector is flattened back to a render.Point for collision purposes, since the levels and hitboxes are pixel-bound. * Refactor the uix.Actor to no longer extend the doodads.Drawing (so it can have a Position that's a Vector instead of a Point). This broke some code that expected `.Doodad` to directly reference the Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which was ugly. Added convenience method .Doodad() for a shortcut. * Moved functions like GetBoundingRect() from doodads package to collision, where it uses its own slimmer Actor interface for just the relevant methods it needs.
139 lines
3.1 KiB
Go
139 lines
3.1 KiB
Go
package scripting
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import (
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"fmt"
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"reflect"
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"sync"
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"time"
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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/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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"github.com/robertkrimen/otto"
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)
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// VM manages a single isolated JavaScript VM.
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type VM struct {
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Name string
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// Globals available to the scripts.
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Events *Events
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Self interface{}
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// Channels for inbound and outbound PubSub messages.
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// Each VM has a single Inbound channel that watches for received messages
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// and invokes the Message.Subscribe() handlers for relevant ones.
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// Each VM also has an array of Outbound channels which map to the Inbound
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// channel of the VMs it is linked to, for pushing out Message.Publish()
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// messages.
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Inbound chan Message
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Outbound []chan Message
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subscribe map[string][]otto.Value // Subscribed message handlers by name.
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muSubscribe sync.RWMutex
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vm *otto.Otto
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// setTimeout and setInterval variables.
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timerLastID int // becomes 1 when first timer is set
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timers map[int]*Timer
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}
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// NewVM creates a new JavaScript VM.
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func NewVM(name string) *VM {
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vm := &VM{
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Name: name,
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Events: NewEvents(),
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vm: otto.New(),
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timers: map[int]*Timer{},
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// Pub/sub structs.
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Inbound: make(chan Message),
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Outbound: []chan Message{},
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subscribe: map[string][]otto.Value{},
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}
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return vm
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}
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// Run code in the VM.
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func (vm *VM) Run(src interface{}) (otto.Value, error) {
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v, err := vm.vm.Run(src)
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return v, err
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}
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// Set a value in the VM.
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func (vm *VM) Set(name string, v interface{}) error {
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return vm.vm.Set(name, v)
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}
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// RegisterLevelHooks registers accessors to the level hooks
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// and Doodad API for Play Mode.
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func (vm *VM) RegisterLevelHooks() error {
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bindings := map[string]interface{}{
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"log": log.Logger,
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"Flash": shmem.Flash,
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"RGBA": render.RGBA,
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"Point": render.NewPoint,
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"Vector": physics.NewVector,
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"Self": vm.Self, // i.e., the uix.Actor object
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"Events": vm.Events,
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"GetTick": func() uint64 {
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return shmem.Tick
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},
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"TypeOf": reflect.TypeOf,
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"time": map[string]interface{}{
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"Now": time.Now,
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"Add": func(t time.Time, ms int64) time.Time {
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return t.Add(time.Duration(ms) * time.Millisecond)
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},
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},
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// Timer functions with APIs similar to the web browsers.
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"setTimeout": vm.SetTimeout,
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"setInterval": vm.SetInterval,
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"clearTimeout": vm.ClearTimer,
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"clearInterval": vm.ClearTimer,
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}
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for name, v := range bindings {
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err := vm.vm.Set(name, v)
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if err != nil {
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return fmt.Errorf("RegisterLevelHooks(%s): %s",
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name, err,
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)
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}
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}
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// Alias the console.log functions to the logger.
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vm.vm.Run(`
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console = {};
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console.log = log.Info;
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console.debug = log.Debug;
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console.warn = log.Warn;
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console.error = log.Error;
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`)
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return nil
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}
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// Main calls the main function of the script.
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func (vm *VM) Main() error {
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function, err := vm.vm.Get("main")
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if err != nil {
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return err
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}
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if !function.IsFunction() {
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return nil
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}
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// Catch panics.
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defer func() {
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if err := recover(); err != nil {
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log.Error("Panic caught in JavaScript VM: %s", err)
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}
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}()
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_, err = function.Call(otto.Value{})
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return err
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}
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