doodle/pkg/doodads/doodad.go
Noah Petherbridge 1523deeb9c Return False: Solid Collision Between Actors
* Implement the handler code for `return false` when actors are
  colliding with each other and wish to act like solid walls.
* The locked doors will `return false` when they're closed and the
  colliding actor does not have the matching key.
* Add arbitrary key/value storage to Actors. The colored keys will set
  an actor value "key:%TITLE%" on the one who touched the key before
  destroying itself. The colored doors check that key when touched to
  decide whether to open.
* The trapdoor now only opens if you're touching it from the top (your
  overlap box Y value is 0), but if you touch it from below and the door
  is closed, it acts like a solid object.
2019-05-28 21:43:30 -07:00

67 lines
1.5 KiB
Go

package doodads
import (
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/level"
)
// Doodad is a reusable component for Levels that have scripts and graphics.
type Doodad struct {
level.Base
Filename string `json:"-"` // used internally, not saved in json
Palette *level.Palette `json:"palette"`
Script string `json:"script"`
Layers []Layer `json:"layers"`
Tags map[string]string `json:"data"` // arbitrary key/value data storage
}
// Layer holds a layer of drawing data for a Doodad.
type Layer struct {
Name string `json:"name"`
Chunker *level.Chunker `json:"chunks"`
}
// New creates a new Doodad.
func New(size int) *Doodad {
if size == 0 {
size = balance.DoodadSize
}
return &Doodad{
Base: level.Base{
Version: 1,
},
Palette: level.DefaultPalette(),
Layers: []Layer{
{
Name: "main",
Chunker: level.NewChunker(size),
},
},
Tags: map[string]string{},
}
}
// ChunkSize returns the chunk size of the Doodad's first layer.
func (d *Doodad) ChunkSize() int {
return d.Layers[0].Chunker.Size
}
// Rect returns a rect of the ChunkSize for scaling a Canvas widget.
func (d *Doodad) Rect() render.Rect {
var size = d.ChunkSize()
return render.Rect{
W: int32(size),
H: int32(size),
}
}
// Inflate attaches the pixels to their swatches after loading from disk.
func (d *Doodad) Inflate() {
d.Palette.Inflate()
for _, layer := range d.Layers {
layer.Chunker.Inflate(d.Palette)
}
}