Noah Petherbridge
8965a7d86a
Add new doodads: * Start Flag: place this in a level to set the spawn point of the player character. If no flag is found, the player spawns at 0,0 in the top corner of the map. Only use one Start Flag per level, otherwise the player will randomly spawn at one of them. * Crumbly Floor: a solid floor that begins to shake and then fall apart after a moment when a mobile character steps on it. The floor respawns after 5 seconds. * State Blocks: blue and orange blocks that toggle between solid and pass-thru whenever a State Button is activated. * State Button: a solid "ON/OFF" block that toggles State Blocks back and forth when touched. Only activates if touched on the side or bottom; acts as a solid floor when walked on from the top. New features for doodad scripts: * Actor scripts: call SetMobile(true) to mark an actor as a mobile mob (i.e. player character or enemy). Other doodads can check if the actor colliding with them IsMobile so they don't activate if placed too close to other (non-mobile) doodads in a level. The Blue and Red Azulians are the only mobile characters so far. * Message.Broadcast allows sending a pub/sub message out to ALL doodads in the level, instead of only to linked doodads as Message.Publish does. This is used for the State Blocks to globally communicate on/off status without needing to link them all together manually.
169 lines
4.4 KiB
Go
169 lines
4.4 KiB
Go
package uix
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import (
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"errors"
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"fmt"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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"github.com/google/uuid"
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"github.com/robertkrimen/otto"
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)
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// Actor is an object that marries together the three things that make a
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// Doodad instance "tick" while inside a Canvas:
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//
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// - uix.Actor is a doodads.Drawing so it fulfills doodads.Actor to be a
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// dynamic object during gameplay.
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// - It has a pointer to the level.Actor indicating its static level data
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// as defined in the map: its spawn coordinate and configuration.
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// - A uix.Canvas that can present the actor's graphics to the screen.
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type Actor struct {
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doodads.Drawing
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Actor *level.Actor
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Canvas *Canvas
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activeLayer int // active drawing frame for display
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flagDestroy bool // flag the actor for destruction
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// Actor runtime variables.
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hasGravity bool
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isMobile bool // Mobile character, such as the player or an enemy
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hitbox render.Rect
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data map[string]string
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// Animation variables.
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animations map[string]*Animation
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activeAnimation *Animation
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animationCallback otto.Value
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}
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// NewActor sets up a uix.Actor.
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// If the id is blank, a new UUIDv4 is generated.
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func NewActor(id string, levelActor *level.Actor, doodad *doodads.Doodad) *Actor {
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if id == "" {
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id = uuid.Must(uuid.NewRandom()).String()
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}
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size := doodad.Layers[0].Chunker.Size
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can := NewCanvas(int(size), false)
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can.Name = id
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// TODO: if the Background is render.Invisible it gets defaulted to
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// White somewhere and the Doodad masks the level drawing behind it.
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can.SetBackground(render.RGBA(0, 0, 1, 0))
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can.LoadDoodad(doodad)
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can.Resize(render.NewRect(size, size))
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actor := &Actor{
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Drawing: doodads.NewDrawing(id, doodad),
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Actor: levelActor,
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Canvas: can,
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animations: map[string]*Animation{},
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}
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// Give the Canvas a pointer to its (parent) Actor so it can draw its debug
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// label and show the World Position of the actor within the world.
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can.actor = actor
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return actor
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}
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// SetGravity configures whether the actor is affected by gravity.
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func (a *Actor) SetGravity(v bool) {
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a.hasGravity = v
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}
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// SetMobile configures whether the actor is a mobile character (i.e. is the
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// player or a mobile enemy). Mobile characters can set off certain traps when
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// touched but non-mobile actors don't set each other off if touching.
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func (a *Actor) SetMobile(v bool) {
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a.isMobile = v
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}
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// IsMobile returns whether the actor is a mobile character.
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func (a *Actor) IsMobile() bool {
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return a.isMobile
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}
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// GetBoundingRect gets the bounding box of the actor's doodad.
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func (a *Actor) GetBoundingRect() render.Rect {
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return doodads.GetBoundingRect(a)
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}
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// SetHitbox sets the actor's elected hitbox.
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func (a *Actor) SetHitbox(x, y, w, h int) {
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a.hitbox = render.Rect{
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X: x,
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Y: y,
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W: w,
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H: h,
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}
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}
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// Hitbox returns the actor's elected hitbox.
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func (a *Actor) Hitbox() render.Rect {
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return a.hitbox
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}
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// SetData sets an arbitrary field in the actor's K/V storage.
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func (a *Actor) SetData(key, value string) {
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if a.data == nil {
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a.data = map[string]string{}
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}
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a.data[key] = value
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}
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// GetData gets an arbitrary field from the actor's K/V storage.
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// Missing keys just return a blank string (friendly to the JavaScript
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// environment).
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func (a *Actor) GetData(key string) string {
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if a.data == nil {
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return ""
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}
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v, _ := a.data[key]
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return v
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}
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// LayerCount returns the number of layers in this actor's drawing.
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func (a *Actor) LayerCount() int {
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return len(a.Doodad.Layers)
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}
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// ShowLayer sets the actor's ActiveLayer to the index given.
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func (a *Actor) ShowLayer(index int) error {
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if index < 0 {
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return errors.New("layer index must be 0 or greater")
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} else if index > len(a.Doodad.Layers) {
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return fmt.Errorf("layer %d out of range for doodad's layers", index)
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}
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a.activeLayer = index
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a.Canvas.Load(a.Doodad.Palette, a.Doodad.Layers[index].Chunker)
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return nil
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}
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// ShowLayerNamed sets the actor's ActiveLayer to the one named.
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func (a *Actor) ShowLayerNamed(name string) error {
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// Find the layer.
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for i, layer := range a.Doodad.Layers {
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if layer.Name == name {
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return a.ShowLayer(i)
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}
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}
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log.Warn("Actor(%s) ShowLayerNamed(%s): layer not found",
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a.Actor.Filename,
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name,
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)
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return fmt.Errorf("the layer named %s was not found", name)
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}
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// Destroy deletes the actor from the running level.
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func (a *Actor) Destroy() {
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a.flagDestroy = true
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}
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