Noah Petherbridge
1205dc2cd3
* Add methods `Invulnerable() bool` and `SetInvulnerable(bool)` to the Actor API accessible in JavaScript (e.g. `Self.SetInvulnerable(true)`) * The Anvil is invulnerable - when played as, it can crush other mobs by jumping on them but is not defeated by those mobs at the same time. * Anvils don't destroy invulnerable mobs, such as other Anvils. * Bugfix: the Electric Door is considered to be opened from the first frame of animation when the door begins opening, and remains opened until the final frame of animation when it is closing. * New cheat code: `megaton weight` to play as the Anvil by default.
125 lines
3.6 KiB
Go
125 lines
3.6 KiB
Go
package uix
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import (
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/scripting"
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"git.kirsle.net/go/render"
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)
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// Functions relating to the Doodad JavaScript API for Canvas Actors.
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// MakeScriptAPI makes several useful globals available to doodad
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// scripts such as Actors.At()
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func (w *Canvas) MakeScriptAPI(vm *scripting.VM) {
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vm.Set("Actors", map[string]interface{}{
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// Actors.At(Point)
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"At": func(p render.Point) []*Actor {
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var result = []*Actor{}
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for _, actor := range w.actors {
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var box = actor.Hitbox().AddPoint(actor.Position())
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if actor != nil && p.Inside(box) {
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result = append(result, actor)
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}
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}
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return result
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},
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// Actors.FindPlayer: returns the nearest player character.
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"FindPlayer": func() *Actor {
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for _, actor := range w.actors {
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if actor.IsPlayer() {
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return actor
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}
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}
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return nil
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},
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// Actors.New: create a new actor.
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"New": func(filename string) *Actor {
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doodad, err := doodads.LoadFile(filename)
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if err != nil {
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panic(err)
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}
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actor := NewActor("_new", &level.Actor{}, doodad)
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w.AddActor(actor)
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// Set up the player character's script in the VM.
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if err := w.scripting.AddLevelScript(actor.ID(), filename); err != nil {
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log.Error("Actors.New(%s): scripting.InstallActor(player) failed: %s", filename, err)
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}
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return actor
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},
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// Actors.SetPlayerCharacter: remake the player character.
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"SetPlayerCharacter": func(filename string) {
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if w.OnSetPlayerCharacter != nil {
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w.OnSetPlayerCharacter(filename)
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} else {
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log.Error("Actors.SetPlayerCharacter: caller was not ready")
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}
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},
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})
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}
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// MakeSelfAPI generates the `Self` object for the scripting API in
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// reference to a live Canvas actor in the level.
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func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
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return map[string]interface{}{
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"Filename": actor.Doodad().Filename,
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"Title": actor.Doodad().Title,
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// functions
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"ID": actor.ID,
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"Size": func() render.Rect {
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var size = actor.Doodad().ChunkSize()
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return render.NewRect(size, size)
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},
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"GetTag": actor.Doodad().Tag,
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"Position": actor.Position,
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"MoveTo": func(p render.Point) {
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actor.MoveTo(p)
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actor.SetGrounded(false)
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},
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"Grounded": actor.Grounded,
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"SetHitbox": actor.SetHitbox,
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"Hitbox": actor.Hitbox,
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"SetVelocity": actor.SetVelocity,
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"GetVelocity": actor.Velocity,
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"SetMobile": actor.SetMobile,
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"SetInventory": actor.SetInventory,
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"HasInventory": actor.HasInventory,
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"SetGravity": actor.SetGravity,
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"Invulnerable": actor.Invulnerable,
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"SetInvulnerable": actor.SetInvulnerable,
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"AddAnimation": actor.AddAnimation,
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"IsAnimating": actor.IsAnimating,
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"IsPlayer": actor.IsPlayer,
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"PlayAnimation": actor.PlayAnimation,
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"StopAnimation": actor.StopAnimation,
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"ShowLayer": actor.ShowLayer,
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"ShowLayerNamed": actor.ShowLayerNamed,
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"Inventory": actor.Inventory,
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"AddItem": actor.AddItem,
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"RemoveItem": actor.RemoveItem,
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"HasItem": actor.HasItem,
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"ClearInventory": actor.ClearInventory,
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"Destroy": actor.Destroy,
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"Freeze": actor.Freeze,
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"Unfreeze": actor.Unfreeze,
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"Hide": actor.Hide,
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"Show": actor.Show,
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"GetLinks": func() []map[string]interface{} {
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var result = []map[string]interface{}{}
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for _, linked := range w.GetLinkedActors(actor) {
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result = append(result, w.MakeSelfAPI(linked))
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}
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return result
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},
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}
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}
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