doodle/pkg/uix/canvas_actors.go
Noah Petherbridge d14eaf7df2 Collision Box Updates
* The F4 key to draw collision boxes works reliably again: it draws the
  player's hitbox in world-space using the canvas.DrawStrokes()
  function, rather than in screen-space so it follows the player
  reliably.
* The F4 key also draws hitboxes for ALL other actors in the level:
  buttons, enemies, doors, etc.
* The level geometry collision function is updated to respect a doodad's
  declared Hitbox from their script, which may result in a smaller box
  than their raw Canvas size. The result is tighter collision between
  doodads, and Boy's sprite is rather narrow for its square Canvas so
  collision on rightward geometry is tighter for the player character.
* Collision checks between actors also respect the actor's declared
  hitboxes now, allowing for Boy to get even closer to a locked door
  before being blocked.
2021-06-02 20:50:28 -07:00

176 lines
4.7 KiB
Go

package uix
import (
"errors"
"fmt"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/scripting"
"git.kirsle.net/go/render"
)
// InstallActors adds external Actors to the canvas to be superimposed on top
// of the drawing.
func (w *Canvas) InstallActors(actors level.ActorMap) error {
w.actors = make([]*Actor, 0)
for id, actor := range actors {
doodad, err := doodads.LoadFile(actor.Filename)
if err != nil {
return fmt.Errorf("InstallActors: %s", err)
}
// Create the "live" Actor to exist in the world, and set its world
// position to the Point defined in the level data.
liveActor := NewActor(id, actor, doodad)
liveActor.MoveTo(actor.Point)
w.actors = append(w.actors, liveActor)
}
return nil
}
// Actors returns the list of actors currently in the Canvas.
func (w *Canvas) Actors() []*Actor {
return w.actors
}
// ClearActors removes all the actors from the Canvas.
func (w *Canvas) ClearActors() {
w.actors = []*Actor{}
}
// SetScriptSupervisor assigns the Canvas scripting supervisor to enable
// interaction with actor scripts.
func (w *Canvas) SetScriptSupervisor(s *scripting.Supervisor) {
w.scripting = s
}
// InstallScripts loads all the current actors' scripts into the scripting
// engine supervisor.
func (w *Canvas) InstallScripts() error {
if w.scripting == nil {
return errors.New("no script supervisor is configured for this canvas")
}
if len(w.actors) == 0 {
return errors.New("no actors exist in this canvas to install scripts for")
}
for _, actor := range w.actors {
vm := w.scripting.To(actor.ID())
// Security: expose a selective API to the actor to the JS engine.
vm.Self = w.MakeSelfAPI(actor)
vm.Set("Self", vm.Self)
if _, err := vm.Run(actor.Doodad().Script); err != nil {
log.Error("Run script for actor %s failed: %s", actor.ID(), err)
}
// Call the main() function.
log.Debug("Calling Main() for %s", actor.ID())
if err := vm.Main(); err != nil {
log.Error("main() for actor %s errored: %s", actor.ID(), err)
}
}
return nil
}
// AddActor injects additional actors into the canvas, such as a Player doodad.
func (w *Canvas) AddActor(actor *Actor) error {
w.actors = append(w.actors, actor)
return nil
}
// drawActors is a subroutine of Present() that superimposes the actors on top
// of the level drawing.
func (w *Canvas) drawActors(e render.Engine, p render.Point) {
var (
Viewport = w.ViewportRelative()
S = w.Size()
)
// See if each Actor is in range of the Viewport.
for i, a := range w.actors {
if a == nil {
log.Error("Canvas.drawActors: null actor at index %d (of %d actors)", i, len(w.actors))
continue
}
// Skip hidden actors.
if a.hidden {
continue
}
var (
can = a.Canvas // Canvas widget that draws the actor
actorPoint = a.Position()
actorSize = a.Size()
)
// Create a box of World Coordinates that this actor occupies. The
// Actor X,Y from level data is already a World Coordinate;
// accomodate for the size of the Actor.
actorBox := render.Rect{
X: actorPoint.X,
Y: actorPoint.Y,
W: actorSize.W,
H: actorSize.H,
}
// Is any part of the actor visible?
if !Viewport.Intersects(actorBox) {
continue // not visible on screen
}
drawAt := render.Point{
X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
}
resizeTo := actorSize
// XXX TODO: when an Actor hits the left or top edge and shrinks,
// scrolling to offset that shrink is currently hard to solve.
scrollTo := render.Origin
// Handle cropping and scaling if this Actor's canvas can't be
// completely visible within the parent.
if drawAt.X+resizeTo.W > p.X+S.W {
// Hitting the right edge, shrunk the width now.
delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
resizeTo.W -= delta
} else if drawAt.X < p.X {
// Hitting the left edge. Cap the X coord and shrink the width.
delta := p.X - drawAt.X // positive number
drawAt.X = p.X
// scrollTo.X -= delta / 2 // TODO
resizeTo.W -= delta
}
if drawAt.Y+resizeTo.H > p.Y+S.H {
// Hitting the bottom edge, shrink the height.
delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
resizeTo.H -= delta
} else if drawAt.Y < p.Y {
// Hitting the top edge. Cap the Y coord and shrink the height.
delta := p.Y - drawAt.Y
drawAt.Y = p.Y
// scrollTo.Y -= delta // TODO
resizeTo.H -= delta
}
if resizeTo != actorSize {
can.Resize(resizeTo)
can.ScrollTo(scrollTo)
}
can.Present(e, drawAt)
// Clean up the canvas size and offset.
can.Resize(actorSize) // restore original size in case cropped
can.ScrollTo(render.Origin)
}
}