doodle/pkg/doodads/dummy/dummy.go
Noah Petherbridge 08e65c32b5 Overhaul the Platformer Physics System
* Player character now experiences acceleration and friction when
  walking around the map!
* Actor position and movement had to be converted from int's
  (render.Point) to float64's to support fine-grained acceleration
  steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
  for render.Point. Vector is used for uix.Actor.Position() for the sake
  of movement math. Vector is flattened back to a render.Point for
  collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
  can have a Position that's a Vector instead of a Point). This broke
  some code that expected `.Doodad` to directly reference the
  Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
  was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
  collision, where it uses its own slimmer Actor interface for just the
  relevant methods it needs.
2020-04-04 21:00:32 -07:00

25 lines
555 B
Go

// Package dummy implements a dummy doodads.Drawing.
package dummy
import (
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/go/render"
)
// Drawing is a dummy doodads.Drawing that has no data.
type Drawing struct {
Drawing *doodads.Drawing
}
// NewDrawing creates a new dummy drawing.
func NewDrawing(id string, doodad *doodads.Doodad) *Drawing {
return &Drawing{
Drawing: doodads.NewDrawing(id, doodad),
}
}
// Size returns the size of the underlying doodads.Drawing.
func (d *Drawing) Size() render.Rect {
return d.Drawing.Size()
}