Noah Petherbridge
38a23f00b2
* Bird is not solid when colliding with other birds. * If the dev shell is used to run JavaScript during Play Mode, consider it cheating (so player can't `$ d.Scene.ResetTimer()` for example) * On Survival Mode levels, DieByFire immediately opens the End Level (silver score) modal rather than respawn from checkpoint, so levels don't need checkpoint contraptions to end the level. * During level loading screens, wait and call doodads' main() function until the very end.
136 lines
3.8 KiB
Go
136 lines
3.8 KiB
Go
package uix
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import (
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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/apps/doodle/pkg/scripting"
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"git.kirsle.net/go/render"
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)
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// Functions relating to the Doodad JavaScript API for Canvas Actors.
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// MakeScriptAPI makes several useful globals available to doodad
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// scripts such as Actors.At()
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func (w *Canvas) MakeScriptAPI(vm *scripting.VM) {
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vm.Set("Actors", map[string]interface{}{
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// Actors.At(Point)
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"At": func(p render.Point) []*Actor {
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var result = []*Actor{}
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for _, actor := range w.actors {
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var box = actor.Hitbox().AddPoint(actor.Position())
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if actor != nil && p.Inside(box) {
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result = append(result, actor)
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}
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}
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return result
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},
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// Actors.FindPlayer: returns the nearest player character.
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"FindPlayer": func() *Actor {
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for _, actor := range w.actors {
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if actor.IsPlayer() {
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return actor
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}
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}
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return nil
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},
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// Actors.New: create a new actor.
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"New": func(filename string) *Actor {
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doodad, err := doodads.LoadFile(filename)
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if err != nil {
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panic(err)
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}
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actor := NewActor("_new", &level.Actor{}, doodad)
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w.AddActor(actor)
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// Set up the player character's script in the VM.
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if err := w.scripting.AddLevelScript(actor.ID(), filename); err != nil {
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log.Error("Actors.New(%s): scripting.InstallActor(player) failed: %s", filename, err)
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}
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return actor
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},
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// Actors.SetPlayerCharacter: remake the player character.
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"SetPlayerCharacter": func(filename string) {
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if w.OnSetPlayerCharacter != nil {
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w.OnSetPlayerCharacter(filename)
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} else {
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log.Error("Actors.SetPlayerCharacter: caller was not ready")
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}
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},
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})
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vm.Set("Level", map[string]interface{}{
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"Difficulty": w.level.GameRule.Difficulty,
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"ResetTimer": func() {
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if w.OnResetTimer != nil {
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w.OnResetTimer()
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} else {
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log.Error("Level.ResetTimer: caller was not ready")
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}
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},
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})
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}
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// MakeSelfAPI generates the `Self` object for the scripting API in
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// reference to a live Canvas actor in the level.
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func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
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return map[string]interface{}{
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"Filename": actor.Doodad().Filename,
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"Title": actor.Doodad().Title,
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// functions
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"ID": actor.ID,
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"Size": func() render.Rect {
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var size = actor.Doodad().ChunkSize()
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return render.NewRect(size, size)
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},
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"GetTag": actor.Doodad().Tag,
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"Position": actor.Position,
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"MoveTo": func(p render.Point) {
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actor.MoveTo(p)
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actor.SetGrounded(false)
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},
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"Grounded": actor.Grounded,
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"SetHitbox": actor.SetHitbox,
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"Hitbox": actor.Hitbox,
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"SetVelocity": actor.SetVelocity,
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"GetVelocity": actor.Velocity,
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"SetMobile": actor.SetMobile,
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"SetInventory": actor.SetInventory,
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"HasInventory": actor.HasInventory,
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"SetGravity": actor.SetGravity,
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"Invulnerable": actor.Invulnerable,
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"SetInvulnerable": actor.SetInvulnerable,
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"AddAnimation": actor.AddAnimation,
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"IsAnimating": actor.IsAnimating,
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"IsPlayer": actor.IsPlayer,
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"PlayAnimation": actor.PlayAnimation,
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"StopAnimation": actor.StopAnimation,
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"ShowLayer": actor.ShowLayer,
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"ShowLayerNamed": actor.ShowLayerNamed,
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"Inventory": actor.Inventory,
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"AddItem": actor.AddItem,
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"RemoveItem": actor.RemoveItem,
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"HasItem": actor.HasItem,
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"ClearInventory": actor.ClearInventory,
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"Destroy": actor.Destroy,
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"Freeze": actor.Freeze,
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"Unfreeze": actor.Unfreeze,
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"Hide": actor.Hide,
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"Show": actor.Show,
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"GetLinks": func() []map[string]interface{} {
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var result = []map[string]interface{}{}
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for _, linked := range w.GetLinkedActors(actor) {
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result = append(result, w.MakeSelfAPI(linked))
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}
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return result
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},
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}
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}
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