doodle/pkg/uix/actor.go
Noah Petherbridge a2e1bd1ccb Improve OnCollide Doodad Script Handling
* Events.OnCollide now receives a CollideEvent object, which makes
  available the .Actor who collided and the .Overlap rect which is
  zero-relative to the target actor. Doodad scripts can use the .Overlap
  to see WHERE in their own box the other actor has intruded.
  * Update the LockedDoor and ElectricDoor doodads to detect when the
    player has entered their inner rect (since their doors are narrower
    than their doodad size)
  * Update the Button doodads to only press in when the player actually
    touches them (because their sizes are shorter than their doodad
    height)
  * Update the Trapdoor to only trigger its animation when the board
    along its top has been touched, not when the empty space below was
    touched from the bottom.
* Events.OnLeave now implemented and fires when an actor who was
  previously intersecting your doodad has left.
* The engine detects when an event JS callback returns false.
  Eventually, the OnCollide can return false to signify the collision is
  not accepted and the actor should be bumped away as if they hit solid
  geometry.
2019-05-06 22:58:09 -07:00

103 lines
2.8 KiB
Go

package uix
import (
"errors"
"fmt"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"github.com/robertkrimen/otto"
uuid "github.com/satori/go.uuid"
)
// Actor is an object that marries together the three things that make a
// Doodad instance "tick" while inside a Canvas:
//
// - uix.Actor is a doodads.Drawing so it fulfills doodads.Actor to be a
// dynamic object during gameplay.
// - It has a pointer to the level.Actor indicating its static level data
// as defined in the map: its spawn coordinate and configuration.
// - A uix.Canvas that can present the actor's graphics to the screen.
type Actor struct {
doodads.Drawing
Actor *level.Actor
Canvas *Canvas
activeLayer int // active drawing frame for display
flagDestroy bool // flag the actor for destruction
// Actor runtime variables.
hasGravity bool
// Animation variables.
animations map[string]*Animation
activeAnimation *Animation
animationCallback otto.Value
}
// NewActor sets up a uix.Actor.
// If the id is blank, a new UUIDv4 is generated.
func NewActor(id string, levelActor *level.Actor, doodad *doodads.Doodad) *Actor {
if id == "" {
id = uuid.Must(uuid.NewV4()).String()
}
size := int32(doodad.Layers[0].Chunker.Size)
can := NewCanvas(int(size), false)
can.Name = id
// TODO: if the Background is render.Invisible it gets defaulted to
// White somewhere and the Doodad masks the level drawing behind it.
can.SetBackground(render.RGBA(0, 0, 1, 0))
can.LoadDoodad(doodad)
can.Resize(render.NewRect(size, size))
actor := &Actor{
Drawing: doodads.NewDrawing(id, doodad),
Actor: levelActor,
Canvas: can,
animations: map[string]*Animation{},
}
// Give the Canvas a pointer to its (parent) Actor so it can draw its debug
// label and show the World Position of the actor within the world.
can.actor = actor
return actor
}
// SetGravity configures whether the actor is affected by gravity.
func (a *Actor) SetGravity(v bool) {
a.hasGravity = v
}
// GetBoundingRect gets the bounding box of the actor's doodad.
func (a *Actor) GetBoundingRect() render.Rect {
return doodads.GetBoundingRect(a)
}
// LayerCount returns the number of layers in this actor's drawing.
func (a *Actor) LayerCount() int {
return len(a.Doodad.Layers)
}
// ShowLayer sets the actor's ActiveLayer to the index given.
func (a *Actor) ShowLayer(index int) error {
if index < 0 {
return errors.New("layer index must be 0 or greater")
} else if index > len(a.Doodad.Layers) {
return fmt.Errorf("layer %d out of range for doodad's layers", index)
}
a.activeLayer = index
a.Canvas.Load(a.Doodad.Palette, a.Doodad.Layers[index].Chunker)
return nil
}
// Destroy deletes the actor from the running level.
func (a *Actor) Destroy() {
a.flagDestroy = true
}