Noah Petherbridge
27896a9253
Adds support for sound effects in Doodle and configures some for various doodads to start out with: * Buttons and Switches: "Clicked down" and "clicked up" sounds. * Colored Doors: an "unlocked" sound and a "door opened" sound. * Electric Door: sci-fi sounds when opening and closing. * Keys: sound effect for collecting keys. JavaScript API for Doodads adds a global function `Sound.Play(filename)` to play sounds. All sounds in the `rtp/sfx/` folder are pre-loaded on startup for efficient use in the app. Otherwise sounds are lazy-loaded on first playback.
565 lines
18 KiB
Markdown
565 lines
18 KiB
Markdown
# Doodad Scripts
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Doodads are programmed using JavaScript which gives them their behavior
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and ability to interact with the player and other doodads.
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Doodad scripts are run during "Play Mode" when a level _containing_ the doodad
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is being played. You can install a JavaScript (.js) file into a doodad using
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the command-line `doodad` program.
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An example Doodad script looks like the following:
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```javascript
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// main() is called on level initialization for each
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// instance ("actor") of the doodad.
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function main() {
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// Logs go to the game's log file (standard output on Linux/Mac).
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console.log("%s initialized!", Self.Title);
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// If our doodad has 'solid' parts that should prohibit movement,
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// define the hitbox here. Coordinates are relative so 0,0 is the
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// top-left pixel of the doodad's sprite.
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Self.SetHitbox(0, 0, 64, 12);
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// Handle a collision when another doodad (or player) has entered
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// the space of our doodad.
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Events.OnCollide(function(e) {
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// The `e` object holds information about the event.
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console.log("Actor %s has entered our hitbox!", e.Actor.ID());
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// InHitbox is `true` if we defined a hitbox for ourselves, and
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// the colliding actor is inside of the hitbox we defined.
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if (e.InHitbox) {
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// To prohibit movement, return false from the OnCollide handler.
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// If you don't return false, the actor is allowed to keep on
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// moving through.
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return false;
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}
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// When movement is finalized, OnCollide is called one final time
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// with e.Settled=true; it is only then that a doodad should run
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// event handlers for a logical collide event.
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if (e.Settled) {
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// do something
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Message.Publish("power", true);
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}
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});
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// OnLeave is called when an actor, who was previously colliding with
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// us, is no longer doing so.
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Events.OnLeave(function(e) {
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console.log("Actor %s has stopped colliding!", e.Actor.ID());
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})
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}
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```
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# Installing a Doodad Script
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Use the command-line `doodad` tool to attach a script to your doodad file:
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```bash
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# Attach the JavaScript at "script.js" to the doodad file "filename.doodad"
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doodad install-script script.js filename.doodad
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# To view the script currently attached to a doodad
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# (prints the script to your terminal)
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doodad show --script filename.doodad
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```
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# Testing Your Script
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The best way to test your doodad script is to use it in a level!
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Run the game in a console to watch the log output, and you can use functions
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like `console.log()` in your script to help debug issues. Drag your custom
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doodad into a level and playtest it! Your script's main() function is called
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when the level instance of your doodad is initialized.
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# JavaScript API
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The following global variables are available to all Doodad scripts.
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## Self
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Self holds data about the current doodad instance loaded inside of a level.
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**String attributes:**
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* Self.Title: the doodad title.
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* Self.Filename: the doodad filename (useful for inventory items).
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Methods are below.
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### Self.ID() string
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Returns the "actor ID" of the doodad instance loaded inside of a level. This
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is usually a random UUID string that was saved with the level data.
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### Self.GetTag(string name) string
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Return a "tag" that was saved with the doodad's file data.
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Tags are an arbitrary key/value data store attached to the doodad file.
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You can use the `doodad.exe` tool shipped with the game to view and manage tags
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on your own custom doodads:
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```bash
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# Command-line doodad tool usage:
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# Show information about a doodad, look for the "Tags:" section.
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doodad show filename.doodad
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# Set a tag. "-t" for short.
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doodad edit-doodad --tag 'color=blue' filename.doodad
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# Set the tag to empty to remove it.
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doodad edit-doodad -t 'color=' filename.doodad
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```
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This is useful for a set of multiple doodads to share the same script but
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have different behavior depending on how each is tagged.
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### Self.Position() Point
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Returns the doodad's current position in the level.
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Point is an object with .X and .Y integer values.
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```javascript
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var p = Self.Position()
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console.log("I am at %d,%d", p.X, p.Y)
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```
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### Self.SetHitbox(x, y, w, h int)
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Configure the "solid hitbox" of this doodad.
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The X and Y coordinates are relative to the doodad's sprite: (0,0) is the top
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left pixel of the doodad. The W and H are the width and height of the hitbox
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starting at those coordinates.
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When another doodad enters the area of your doodad's sprite (for example, the
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player character has entered the square shape of your doodad sprite) your script
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begins to receive OnCollide events from the approaching actor.
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The OnCollide event tells you if the invading doodad is inside your custom
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hitbox which you define here (`InHitbox`) making it easy to make choices based
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on that status.
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Here's an example script for a hypothetical "locked door" doodad that acts
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solid but only on a thin rectangle in the middle of its sprite:
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```javascript
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// Example script for a "locked door"
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function main() {
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// Suppose the doodad's sprite size is 64x64 pixels square.
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// The door is in side profile where the door itself ranges from pixels
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// (20, 0) to (24, 64)
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Self.SetHitbox(20, 0, 24, 64)
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// OnCollide handlers.
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Events.OnCollide(function(e) {
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// The convenient e.InHitbox tells you if the colliding actor is
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// inside the hitbox we defined.
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if (e.InHitbox) {
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// Return false to protest the collision (act solid).
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return false;
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}
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});
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}
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```
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### Self.SetVelocity(Velocity)
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Set the doodad's velocity. Velocity is a type that can be created with the
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Velocity() constructor, which takes an X and Y value:
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```javascript
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Self.SetVelocity( Velocity(3.2, 7.0) );
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```
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A positive X velocity propels the doodad to the right. A positive Y velocity
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propels the doodad downward.
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### Self.SetMobile(bool)
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Call `SetMobile(true)` if the doodad will move on its own.
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This is for mobile doodads such as the player character and enemy mobs.
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Stationary doodads like buttons, doors, and trapdoors do not mark themselves
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as mobile.
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Mobile doodads incur extra work for the game doing collision checking so only
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set this to `true` if your doodad will move (i.e. changes its Velocity or
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Position).
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```javascript
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Self.SetMobile(true);
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```
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### Self.SetGravity(bool)
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Set whether gravity applies to this doodad. By default doodads are stationary
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and do not fall downwards. The player character and some mobile enemies that
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want to be affected by gravity should opt in to this.
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```javascript
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Self.SetGravity(true);
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```
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### Self.ShowLayer(index int)
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Switch the active layer of the doodad to the layer at this index.
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A doodad file can contain multiple layers, or images. The first and default
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layer is at index zero, the second layer at index 1, and so on.
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```javascript
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Self.ShowLayer(0); // 0 is the first and default layer
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Self.ShowLayer(1); // show the second layer instead
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```
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### Self.ShowLayerNamed(name string)
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Switch the active layer by name instead of index.
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Each layer has an arbitrary name that it can be addressed by instead of needing
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to keep track of the layer index.
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Doodads created by the command-line `doodad` tool will have their layers named
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automatically by their file name. The layer **indexes** will retain the same
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order of file names passed in, with 0 being the first file:
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```bash
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# Doodad tool-created doodads have layers named after their file names.
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# example "open-1.png" will be named "open-1"
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doodad convert door.png open-1.png open-2.png open-3.png my-door.doodad
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```
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### Self.AddAnimation(name string, interval int, layers list)
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Register a named animation for your doodad. `interval` is the time in
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milliseconds before going to the next frame. `layers` is an array of layer
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names or indexes to be used for the animation.
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Doodads can animate by having multiple frames (images) in the same file.
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Layers are ordered (layer 0 is the first, then increments from there) and
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each has a name. This function can take either identifier to specify
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which layers are part of the animation.
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```javascript
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// Animation named "open" using named layers, 100ms delay between frames.
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Self.AddAnimation("open", 100, ["open-1", "open-2", "open-3"]);
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// Animation named "close" using layers by index.
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Self.AddAnimation("close", 100, [3, 2, 1]);
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```
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### Self.PlayAnimation(name string, callback func())
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This starts playing the named animation. The callback function will be called
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when the animation has completed.
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```javascript
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Self.PlayAnimation("open", function() {
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console.log("I've finished opening!");
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// The callback is optional; use null if you don't need it.
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Self.PlayAnimation("close", null);
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});
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```
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### Self.IsAnimating() bool
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Returns true if an animation is currently being played.
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### Self.StopAnimation()
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Stops any currently playing animation.
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* Self.Doodad(): a pointer to the doodad's file data.
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* Self.Doodad().Title: get the title of the doodad file.
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* Self.Doodad().Author: the name of the author who wrote the doodad.
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* Self.Doodad().Script: the doodad's JavaScript source code. Note that
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modifying this won't have any effect in-game, as the script had already
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been loaded into the interpreter.
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* Self.Doodad().GameVersion: the version of {{ app_name }} that was used
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when the doodad was created.
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### Self.Destroy()
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This destroys the current instance of the doodad as it appears in a level.
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For example, a Key destroys itself when it's picked up so that it disappears
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from the level and can't be picked up again. Call this function when the
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doodad instance should be destroyed and removed from the active level.
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-----
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## Console Logging
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Like in node.js and the web browser, `console.log` and friends are available
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for logging from a doodad script. Logs are emitted to the same place as the
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game's logs are.
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```javascript
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console.log("Hello world!");
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console.log("Interpolate strings '%s' and numbers '%d'", "string", 123);
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console.debug("Debug messages shown when the game is in debug mode");
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console.warn("Warning-level messages");
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console.error("Error-level messages");
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```
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-----
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## Timers and Intervals
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Like in a web browser, functions such as setTimeout and setInterval are
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supported in doodad scripts.
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### setTimeout(function, milliseconds int) int
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setTimeout calls your function after the specified number of milliseconds.
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1000ms are in one second.
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Returns an integer "timeout ID" that you'll need if you want to cancel the
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timeout with clearTimeout.
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### setInterval(function, milliseconds int) int
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setInterval calls your function repeatedly after every specified number of
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milliseconds.
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Returns an integer "interval ID" that you'll need if you want to cancel the
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interval with clearInterval.
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### clearTimeout(id int)
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Cancels the timeout with the given ID.
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### clearInterval(id int)
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Cancels the interval with the given ID.
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-----
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## Type Constructors
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Some methods may need data of certain native types that aren't available in
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JavaScript. These global functions will initialize data of the correct types:
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### RGBA(red, green, blue, alpha uint8)
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Creates a Color type from red, green, blue and alpha values (integers between
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0 and 255).
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### Point(x, y int)
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Creates a Point object with X and Y coordinates.
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### Vector(x, y float64)
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Creates a Vector object with X and Y dimensions.
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-----
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## Global Functions
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Some useful globally available functions:
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### EndLevel()
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This ends the current level, i.e. to be used by the goal flag.
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### Flash(message string, args...)
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Flash a message on screen to the user.
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Flashed messages appear at the bottom of the screen and fade out after a few
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moments. If multiple messages are flashed at the same time, they stack from the
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bottom of the window with the newest message on bottom.
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Don't abuse this feature as spamming it may annoy the player.
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### GetTick() uint64
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Returns the current game tick. This value started at zero when the game was
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launched and increments every frame while running.
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### time.Now() time.Time
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This exposes the Go standard library function `time.Now()` that returns the
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current date and time as a Go time.Time value.
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### time.Add(t time.Time, milliseconds int64) time.Time
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Add a number of milliseconds to a Go Time value.
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--------
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## Event Handlers
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Doodad scripts can respond to certain events using functions on the global
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`Events` variable.
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### Events.OnCollide( func(event) )
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OnCollide is called when another actor is colliding with your doodad's sprite
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box. The function is given a CollideEvent object which has the following
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attributes:
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* Actor: the doodad which is colliding with your doodad.
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* Overlap (Rect): a rectangle of where the two doodads' boxes are overlapping,
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relative to your doodad sprite's box. That is, if the Actor was moving in from
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the left side of your doodad, the X value would be zero and W would be the
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number of pixels of overlap.
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* InHitbox (bool): true if the colliding actor's hitbox is intersecting with
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the hitbox you defined with SetHitbox().
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* Settled (bool): This is `false` when the game is trying to move the colliding
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doodad and is sussing out whether or not your doodad will act solid and
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protest its movement. When the game has settled the location of the colliding
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doodad it will call OnCollide a final time with Settled=true. If your doodad
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has special behavior when touched (i.e. a button that presses in), you should
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wait until Settled=true before running your handler for that.
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### Events.OnLeave( func(event) )
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Called when an actor that _was_ colliding with your doodad is no longer
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colliding (or has left your doodad's sprite box).
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### Events.RunKeypress( func(event) )
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Handle a keypress. `event` is an `event.State` from the render engine.
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TODO: document that.
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-----
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## Pub/Sub Communication
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Doodads in a level are able to send and receive messages to other doodads,
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either those that they are **linked** to or those that listen on a more
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'broadcast' frequency.
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> **Linking** is when the level author connected two doodads together with
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> the Link Tool. The two doodads' scripts can communicate with each other
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> in-game over that link.
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For example, if the level author links a Button to an Electric Door, the button
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can send a "power" event to the door so that it can open when a player touches
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the button.
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Doodads communicate in a "publisher/subscriber" model: one doodad publishes an
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event with a name and data, and other doodads subscribe to the named event to
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receive that data.
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### Official, Standard Pub/Sub Messages
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The following message names and data types are used by the game's default
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doodads. You're free to use these in your own custom doodads.
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If extending this list with your own custom events, be careful to choose a
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unique namespace to prevent collision with other users' custom doodads and
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their custom event names.
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| Name | Data Type | Description |
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|------|-----------|--------------|
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| power | boolean | Communicates a "powered" (true) or "not powered" state, as in a Button to an Electric Door. |
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| broadcast:state-change | boolean | An "ON/OFF" button was hit and all state blocks should flip. |
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### Message.Publish(name string, data...)
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Publish a named message to all of your **linked** doodads.
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`data` is a list of arbitrary arguments to send with the message.
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```javascript
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// Example button doodad that emits a "power" (bool) state to linked doodads
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// that subscribe to this event.
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function main() {
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// When an actor collides with the button, emit a powered state.
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Events.OnCollide(function(e) {
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Message.Publish("power", true);
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});
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// When the actor leaves the button, turn off the power.
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Events.OnLeave(function(e) {
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Message.Publish("power", false);
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})
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}
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```
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### Message.Subscribe(name string, function)
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Subscribe to a named message from any **linked** doodads.
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The function receives the data that was passed with the message. Its data type
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is arbitrary and will depend on the type of message.
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```javascript
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// Example electronic device doodad that responds to power from linked buttons.
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function main() {
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// Boolean to store if our electric device has juice.
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var powered = false;
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// Do something while powered
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setInterval(function() {
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if (powered) {
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console.log("Brmm...")
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}
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}, 1000);
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// Subscribe to the `power` event by a linked button or other power source.
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Message.Subscribe("power", function(boolValue) {
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console.log("Powered %s!", boolValue === true ? "on" : "off");
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powered = boolValue;
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});
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}
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```
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### Message.Broadcast(name string, data...)
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This publishes a named message to **every** doodad in the level, whether it
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was linked to the broadcaster or not.
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For example the "ON/OFF" button globally toggles a boolean state in every
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state block that subscribes to the `broadcast:state-change` event.
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If you were to broadcast an event like `power` it would activate every single
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power-sensitive doodad on the level.
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```javascript
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// Example two-state block that globally receives the state-change broadcast.
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function main() {
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var myState = false;
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Message.Subscribe("broadcast:state-change", function(boolValue) {
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// Most two-state blocks just flip their own state, ignoring the
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// boolValue passed with this message.
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myState = !myState;
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});
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}
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// Example ON/OFF block that emits the state-change broadcast. It also
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// subscribes to the event to keep its own state in sync with all the other
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// ON/OFF blocks on the level when they get hit.
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function main() {
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var myState = false;
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// Listen for other ON/OFF button activations to keep our state in
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// sync with theirs.
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Message.Subscribe("broadcast:state-change", function(boolValue) {
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myState = boolValue;
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});
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// When collided with, broadcast the state toggle to all state blocks.
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Events.OnCollide(function(e) {
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if (e.Settled) {
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myState = !!myState;
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Message.Broadcast("broadcast:state-change", myState);
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}
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})
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}
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```
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