doodle/pkg/doodads/drawing.go
2019-06-08 17:02:28 -07:00

108 lines
2.1 KiB
Go

package doodads
import (
"git.kirsle.net/apps/doodle/lib/render"
uuid "github.com/satori/go.uuid"
)
// Drawing is a Doodad Actor that is based on drawings made inside the game.
type Drawing struct {
Doodad *Doodad
id string
point render.Point
velocity render.Point
accel int
size render.Rect
hitbox render.Rect
grounded bool
}
// NewDrawing creates a Drawing actor based on a Doodad drawing. If you pass
// an empty ID string, it will make a random UUIDv4 ID.
func NewDrawing(id string, doodad *Doodad) Drawing {
if id == "" {
id = uuid.Must(uuid.NewV4()).String()
}
return Drawing{
id: id,
Doodad: doodad,
size: doodad.Rect(),
}
}
// ID to get the Drawing ID.
func (d *Drawing) ID() string {
return d.id
}
// Position returns the Drawing's position.
func (d *Drawing) Position() render.Point {
return d.point
}
// Velocity returns the Drawing's velocity.
func (d *Drawing) Velocity() render.Point {
return d.velocity
}
// SetVelocity to set the speed.
func (d *Drawing) SetVelocity(v render.Point) {
d.velocity = v
}
// Acceleration returns the Drawing's acceleration.
func (d *Drawing) Acceleration() int {
return d.accel
}
// SetAcceleration to set the acceleration.
func (d *Drawing) SetAcceleration(v int) {
d.accel = v
}
// Size returns the Drawing's size.
func (d *Drawing) Size() render.Rect {
return d.size
}
// Grounded returns whether the Drawing is standing on solid ground.
func (d *Drawing) Grounded() bool {
return d.grounded
}
// SetGrounded sets the grounded state.
func (d *Drawing) SetGrounded(v bool) {
d.grounded = v
}
// // SetHitbox sets the actor's elected hitbox.
// func (d *Drawing) SetHitbox(x, y, w, h int) {
// d.hitbox = render.Rect{
// X: int32(x),
// Y: int32(y),
// W: int32(w),
// H: int32(h),
// }
// }
//
// // Hitbox returns the actor's elected hitbox.
// func (d *Drawing) Hitbox() render.Rect {
// return d.hitbox
// }
// MoveBy a relative value.
func (d *Drawing) MoveBy(by render.Point) {
d.point.Add(by)
}
// MoveTo an absolute world value.
func (d *Drawing) MoveTo(to render.Point) {
d.point = to
}
// Draw the drawing.
func (d *Drawing) Draw(e render.Engine) {
}