doodle/pkg/uix/scripting.go
Noah Petherbridge 97e179716c Add Technical Doodads + UI Fixes
New category for the Doodad Dropper: "Technical"

Technical doodads have a dashed outline and label for now, and they
turn invisible on level start, and are for hidden technical effects on
your level.

The doodads include:

* Goal Region: acts like an invisible Exit Flag (128x128), the level is
  won when the player character touches this region.
* Fire Region: acts like a death barrier (128x128), kills the player
  when a generic "You have died!" message.
* Power Source: on level start, acts like a switch and emits a
  power(true) signal to all linked doodads. Link it to your Electric
  Door for it to be open by default in your level!
* Stall Player (250ms): The player is paused for a moment the first time
  it touches this region. Useful to work around timing issues, e.g.
  help prevent the player from winning a race against another character.

There are some UI improvements to the Doodad Dropper window:

* If the first page of doodads is short, extra spacers are added so the
  alignment and size shows correctly.
* Added a 'background pattern' to the window: any unoccupied icon space
  has an inset rectangle slot.
* "Last pages" which are short still render weirdly without reserving
  the correct height in the TabFrame.

Doodad scripting engine updates:

* Self.Hide() and Self.Show() available.
* Subscribe to "broadcast:ready" to know when the level is ready, so you
  can safely Publish messages without deadlocks!
2021-10-02 20:52:16 -07:00

57 lines
1.7 KiB
Go

package uix
import "git.kirsle.net/go/render"
// Functions relating to the Doodad JavaScript API for Canvas Actors.
// MakeSelfAPI generates the `Self` object for the scripting API in
// reference to a live Canvas actor in the level.
func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
return map[string]interface{}{
"Filename": actor.Doodad().Filename,
"Title": actor.Doodad().Title,
// functions
"ID": actor.ID,
"Size": func() render.Rect {
var size = actor.Doodad().ChunkSize()
return render.NewRect(size, size)
},
"GetTag": actor.Doodad().Tag,
"Position": actor.Position,
"MoveTo": func(p render.Point) {
actor.MoveTo(p)
actor.SetGrounded(false)
},
"SetHitbox": actor.SetHitbox,
"Hitbox": actor.Hitbox,
"SetVelocity": actor.SetVelocity,
"SetMobile": actor.SetMobile,
"SetInventory": actor.SetInventory,
"HasInventory": actor.HasInventory,
"SetGravity": actor.SetGravity,
"AddAnimation": actor.AddAnimation,
"IsAnimating": actor.IsAnimating,
"IsPlayer": actor.IsPlayer,
"PlayAnimation": actor.PlayAnimation,
"StopAnimation": actor.StopAnimation,
"ShowLayer": actor.ShowLayer,
"ShowLayerNamed": actor.ShowLayerNamed,
"Inventory": actor.Inventory,
"AddItem": actor.AddItem,
"RemoveItem": actor.RemoveItem,
"HasItem": actor.HasItem,
"ClearInventory": actor.ClearInventory,
"Destroy": actor.Destroy,
"Hide": actor.Hide,
"Show": actor.Show,
"GetLinks": func() []map[string]interface{} {
var result = []map[string]interface{}{}
for _, linked := range w.GetLinkedActors(actor) {
result = append(result, w.MakeSelfAPI(linked))
}
return result
},
}
}