Noah Petherbridge
1a9706c09f
* Rework the Story Mode UI to display level thumbnails. * Responsive UI: defaults to wide screen mode and shows 3 levels horizontally but on narrow/mobile display, shows 2 levels per page in portrait. * Add "Tiny" screenshot size (224x126) to fit the Story Mode UI. * Make the pager buttons bigger and more touchable. * Maximize the game window on startup unless the -w option with a specific window resolution is provided.
50 lines
1.4 KiB
Go
50 lines
1.4 KiB
Go
package scripting
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import "git.kirsle.net/go/render"
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/*
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RegisterEventHooks attaches the supervisor level event hooks into a JS VM.
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Names registered:
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- EndLevel(): for a doodad to exit the level. Panics if the OnLevelExit
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handler isn't defined.
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- FailLevel(): for a doodad to cause a level failure.
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- SetCheckpoint(): update the player's respawn location.
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*/
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func RegisterEventHooks(s *Supervisor, vm *VM) {
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vm.Set("EndLevel", func() {
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if s.onLevelFail == nil {
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panic("JS FailLevel(): No OnLevelFail handler attached to script supervisor")
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}
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s.onLevelExit()
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})
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vm.Set("FailLevel", func(message string) {
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if s.onLevelFail == nil {
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panic("JS FailLevel(): No OnLevelFail handler attached to script supervisor")
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}
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s.onLevelFail(message)
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})
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vm.Set("SetCheckpoint", func(p render.Point) {
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if s.onSetCheckpoint == nil {
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panic("JS SetCheckpoint(): No OnSetCheckpoint handler attached to script supervisor")
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}
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s.onSetCheckpoint(p)
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})
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}
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// OnLevelExit registers an event hook for when a Level Exit doodad is reached.
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func (s *Supervisor) OnLevelExit(handler func()) {
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s.onLevelExit = handler
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}
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// OnLevelFail registers an event hook for level failures (doodads killing the player).
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func (s *Supervisor) OnLevelFail(handler func(string)) {
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s.onLevelFail = handler
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}
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// OnSetCheckpoint registers an event hook for setting player checkpoints.
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func (s *Supervisor) OnSetCheckpoint(handler func(render.Point)) {
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s.onSetCheckpoint = handler
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}
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