Noah Petherbridge
6def8f7625
* Fix collision detection to allow actors to walk up slopes smoothly, without losing any horizontal velocity. * Fix scrolling a level canvas so that chunks near the right or bottom edge of the viewpoint were getting culled prematurely. * Centralize JavaScript exception catching logic to attach Go and JS stack traces where possible to be more useful for debugging. * Performance: flush all SDL2 textures from memory between scene transitions in the app. Also add a `flush-textures` dev console command to flush the textures at any time - they all should regenerate if still needed based on underlying go.Images which can be garbage collected.
147 lines
3.9 KiB
Go
147 lines
3.9 KiB
Go
package scripting
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import (
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"errors"
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"sync"
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"git.kirsle.net/SketchyMaze/doodle/pkg/keybind"
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"git.kirsle.net/SketchyMaze/doodle/pkg/scripting/exceptions"
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"github.com/dop251/goja"
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)
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// Event name constants.
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const (
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CollideEvent = "OnCollide" // another doodad collides with us
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EnterEvent = "OnEnter" // a doodad is fully inside us
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LeaveEvent = "OnLeave" // a doodad no longer collides with us
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UseEvent = "OnUse" // player pressed the Use key while touching us
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// Controllable (player character) doodad events
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KeypressEvent = "OnKeypress" // i.e. arrow keys
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)
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// Event return errors.
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var (
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ErrReturnFalse = errors.New("JS callback function returned false")
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)
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// Events API for Doodad scripts.
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type Events struct {
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vm *VM // pointer to parent VM
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runtime *goja.Runtime // direct pointer to goja (VM.vm)
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registry map[string][]goja.Callable
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lock sync.RWMutex
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}
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// NewEvents initializes the Events API.
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func NewEvents(vm *VM) *Events {
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return &Events{
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vm: vm,
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runtime: vm.vm,
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registry: map[string][]goja.Callable{},
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}
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}
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// OnCollide fires when another actor collides with yours.
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func (e *Events) OnCollide(call goja.Callable) goja.Value {
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return e.register(CollideEvent, call)
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}
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// RunCollide invokes the OnCollide handler function.
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func (e *Events) RunCollide(v interface{}) error {
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return e.run(CollideEvent, v)
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}
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// OnUse fires when another actor collides with yours.
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func (e *Events) OnUse(call goja.Callable) goja.Value {
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return e.register(UseEvent, call)
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}
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// RunUse invokes the OnUse handler function.
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func (e *Events) RunUse(v interface{}) error {
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return e.run(UseEvent, v)
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}
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// OnLeave fires when another actor stops colliding with yours.
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func (e *Events) OnLeave(call goja.Callable) goja.Value {
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return e.register(LeaveEvent, call)
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}
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// RunLeave invokes the OnLeave handler function.
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func (e *Events) RunLeave(v interface{}) error {
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return e.run(LeaveEvent, v)
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}
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// OnKeypress fires when another actor collides with yours.
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func (e *Events) OnKeypress(call goja.Callable) goja.Value {
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return e.register(KeypressEvent, call)
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}
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// RunKeypress invokes the OnCollide handler function.
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func (e *Events) RunKeypress(ev keybind.State) error {
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return e.run(KeypressEvent, e.runtime.ToValue(ev))
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}
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// register a named event.
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func (e *Events) register(name string, callback goja.Callable) goja.Value {
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e.lock.Lock()
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defer e.lock.Unlock()
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if _, ok := e.registry[name]; !ok {
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e.registry[name] = []goja.Callable{}
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}
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e.registry[name] = append(e.registry[name], callback)
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return goja.Undefined()
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}
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// Run an event handler. Returns an error only if there was a JavaScript error
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// inside the function. If there are no event handlers, just returns nil.
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func (e *Events) run(name string, args ...interface{}) error {
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e.lock.RLock()
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defer e.lock.RUnlock()
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defer func() {
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if err := recover(); err != nil {
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// TODO EXCEPTIONS: I once saw a "runtime error: index out of range [-1]"
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// from an OnCollide handler between azu-white and thief that was crashing
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// the app, report this upstream nicely to the user.
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exceptions.FormatAndCatch(e.vm.vm, "PANIC: JS %s handler (%s): %s", name, e.vm.Name, err)
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}
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}()
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if _, ok := e.registry[name]; !ok {
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return nil
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}
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var params = make([]goja.Value, len(args))
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for i, v := range args {
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params[i] = e.runtime.ToValue(v)
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}
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for _, function := range e.registry[name] {
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value, err := function(goja.Undefined(), params...)
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if err != nil {
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// TODO EXCEPTIONS: this err is useful like
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// `ReferenceError: playerSpeed is not defined at <eval>:173:9(93)`
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// but wherever we're returning the err to isn't handling it!
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exceptions.FormatAndCatch(
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e.vm.vm,
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"Scripting error in %s for %s:\n\n%s",
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name,
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e.vm.Name,
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err,
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)
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return err
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}
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// If the event handler returned a boolean false, stop all other
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// callbacks and return the boolean.
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if b, ok := value.Export().(bool); ok && !b {
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return ErrReturnFalse
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}
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}
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return nil
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}
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