Noah Petherbridge
f76ba6fbb7
* Add some encoding/decoding functions for binary msgpack format for levels and doodads. Currently it writes msgpack files that can be decoded and printed by Python (mp2json.py) but it can't re-read from the binary format. For now, levels will continue to write in JSON format. * Add filesystem abstraction functions to the balance/ package to search multiple paths to find Levels and Doodads, to make way for system-level doodads.
80 lines
2.0 KiB
Go
80 lines
2.0 KiB
Go
package scripting
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import (
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"git.kirsle.net/apps/doodle/lib/events"
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"github.com/robertkrimen/otto"
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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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// Controllable (player character) doodad events
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KeypressEvent = "OnKeypress" // i.e. arrow keys
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)
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// Events API for Doodad scripts.
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type Events struct {
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registry map[string][]otto.Value
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}
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// NewEvents initializes the Events API.
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func NewEvents() *Events {
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return &Events{
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registry: map[string][]otto.Value{},
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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 otto.FunctionCall) otto.Value {
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return e.register(CollideEvent, call.Argument(0))
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}
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// RunCollide invokes the OnCollide handler function.
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func (e *Events) RunCollide() error {
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return e.run(CollideEvent)
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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 otto.FunctionCall) otto.Value {
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return e.register(KeypressEvent, call.Argument(0))
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}
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// RunKeypress invokes the OnCollide handler function.
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func (e *Events) RunKeypress(ev *events.State) error {
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return e.run(KeypressEvent, ev)
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}
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// register a named event.
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func (e *Events) register(name string, callback otto.Value) otto.Value {
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if !callback.IsFunction() {
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return otto.Value{} // TODO
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}
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if _, ok := e.registry[name]; !ok {
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e.registry[name] = []otto.Value{}
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}
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e.registry[name] = append(e.registry[name], callback)
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return otto.Value{}
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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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if _, ok := e.registry[name]; !ok {
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return nil
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}
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for _, callback := range e.registry[name] {
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_, err := callback.Call(otto.Value{}, args...)
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if err != nil {
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return err
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}
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}
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return nil
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}
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