doodle/pkg/doodads/actor.go
Noah Petherbridge 08e65c32b5 Overhaul the Platformer Physics System
* Player character now experiences acceleration and friction when
  walking around the map!
* Actor position and movement had to be converted from int's
  (render.Point) to float64's to support fine-grained acceleration
  steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
  for render.Point. Vector is used for uix.Actor.Position() for the sake
  of movement math. Vector is flattened back to a render.Point for
  collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
  can have a Position that's a Vector instead of a Point). This broke
  some code that expected `.Doodad` to directly reference the
  Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
  was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
  collision, where it uses its own slimmer Actor interface for just the
  relevant methods it needs.
2020-04-04 21:00:32 -07:00

27 lines
679 B
Go

package doodads
import (
"git.kirsle.net/go/render"
)
// Actor is a reusable run-time drawing component used in Doodle. Actors are an
// active instance of a Doodad which have a position, velocity, etc.
type Actor interface {
ID() string
// Position and velocity, not saved to disk.
Position() render.Point // DEPRECATED
Velocity() render.Point // DEPRECATED for uix.Actor
Size() render.Rect
Grounded() bool
SetGrounded(bool)
// Actor's elected hitbox set by their script.
// SetHitbox(x, y, w, h int)
// Hitbox() render.Rect
// Movement commands.
MoveBy(render.Point) // Add {X,Y} to current Position.
MoveTo(render.Point) // Set current Position to {X,Y}.
}