Noah Petherbridge
626fd53a84
Link a Doodad to a Checkpoint Flag (like you would a Start Flag) and crossing the flag will replace the player with that doodad. Multiple checkpoint flags like this can toggle you between characters. * Azulians are now friendly to player characters who have the word "Azulian" in their title. * Improve Bird as the playable character: * Dive animation if the player flies diagonally downwards * Animation loop while hovering in the air instead of pausing * Checkpoint flags don't spam each other on PubSub so much which could sometimes lead to deadlocks! SetPlayerCharacter added to the JavaScript API. The Checkpoint Flag (not the region) can link to a doodad and replace the player character with that linked doodad when you activate the checkpoint: Actors.SetPlayerCharacter(filename string): like "boy.doodad" Add various panic catchers to make JavaScript safer and log issues to console.
231 lines
6.0 KiB
Go
231 lines
6.0 KiB
Go
package uix
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import (
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"errors"
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"fmt"
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"sort"
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"strings"
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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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// InstallActors adds external Actors to the canvas to be superimposed on top
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// of the drawing.
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func (w *Canvas) InstallActors(actors level.ActorMap) error {
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var errs []string
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// Order the actors deterministically, by their ID string. Actors get
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// a time-ordered UUID ID by default so the most recently added actor
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// should render on top of the others.
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var actorIDs []string
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for id := range actors {
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actorIDs = append(actorIDs, id)
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}
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sort.Strings(actorIDs)
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w.actors = make([]*Actor, 0)
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for _, id := range actorIDs {
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var actor = actors[id]
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doodad, err := doodads.LoadFromEmbeddable(actor.Filename, w.level)
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if err != nil {
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errs = append(errs, fmt.Sprintf("%s: %s", actor.Filename, err.Error()))
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continue
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}
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// Create the "live" Actor to exist in the world, and set its world
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// position to the Point defined in the level data.
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liveActor := NewActor(id, actor, doodad)
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liveActor.Canvas.parent = w
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liveActor.MoveTo(actor.Point)
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w.actors = append(w.actors, liveActor)
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}
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if len(errs) > 0 {
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return errors.New(strings.Join(errs, "\n"))
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}
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return nil
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}
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// Actors returns the list of actors currently in the Canvas.
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func (w *Canvas) Actors() []*Actor {
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return w.actors
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}
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// ClearActors removes all the actors from the Canvas.
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func (w *Canvas) ClearActors() {
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w.actors = []*Actor{}
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}
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// SetScriptSupervisor assigns the Canvas scripting supervisor to enable
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// interaction with actor scripts.
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func (w *Canvas) SetScriptSupervisor(s *scripting.Supervisor) {
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w.scripting = s
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}
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// InstallScripts loads all the current actors' scripts into the scripting
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// engine supervisor.
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func (w *Canvas) InstallScripts() error {
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if w.scripting == nil {
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return errors.New("no script supervisor is configured for this canvas")
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}
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if len(w.actors) == 0 {
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return errors.New("no actors exist in this canvas to install scripts for")
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}
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for _, actor := range w.actors {
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vm := w.scripting.To(actor.ID())
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if vm.Self != nil {
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// Already initialized!
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continue
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}
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// Security: expose a selective API to the actor to the JS engine.
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vm.Self = w.MakeSelfAPI(actor)
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w.MakeScriptAPI(vm)
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vm.Set("Self", vm.Self)
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if _, err := vm.Run(actor.Doodad().Script); err != nil {
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log.Error("Run script for actor %s failed: %s", actor.ID(), err)
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}
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// Call the main() function.
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if err := vm.Main(); err != nil {
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log.Error("main() for actor %s errored: %s", actor.ID(), err)
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}
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}
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// Broadcast the "ready" signal to any actors that want to publish
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// messages ASAP on level start.
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for _, actor := range w.actors {
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w.scripting.To(actor.ID()).Inbound <- scripting.Message{
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Name: "broadcast:ready",
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Args: nil,
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}
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}
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return nil
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}
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// AddActor injects additional actors into the canvas, such as a Player doodad.
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func (w *Canvas) AddActor(actor *Actor) error {
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w.actors = append(w.actors, actor)
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return nil
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}
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// RemoveActor removes the actor from the canvas.
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func (w *Canvas) RemoveActor(actor *Actor) {
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var actors = []*Actor{}
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for _, exist := range w.actors {
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if actor == exist {
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w.scripting.RemoveVM(actor.ID())
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continue
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}
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actors = append(actors, exist)
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}
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w.actors = actors
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}
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// drawActors is a subroutine of Present() that superimposes the actors on top
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// of the level drawing.
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func (w *Canvas) drawActors(e render.Engine, p render.Point) {
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var (
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Viewport = w.ViewportRelative()
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S = w.Size()
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)
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// See if each Actor is in range of the Viewport.
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for i, a := range w.actors {
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if a == nil {
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log.Error("Canvas.drawActors: null actor at index %d (of %d actors)", i, len(w.actors))
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continue
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}
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// Skip hidden actors.
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if a.hidden {
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continue
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}
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var (
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can = a.Canvas // Canvas widget that draws the actor
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actorPoint = a.Position()
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actorSize = a.Size()
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resizeTo = actorSize
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)
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// Adjust actor position and size by the zoom level.
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actorPoint.X = w.ZoomMultiply(actorPoint.X)
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actorPoint.Y = w.ZoomMultiply(actorPoint.Y)
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resizeTo.W = w.ZoomMultiply(resizeTo.W)
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resizeTo.H = w.ZoomMultiply(resizeTo.H)
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// Tell the actor's canvas to copy our zoom level so it resizes its image too.
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can.Zoom = w.Zoom
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// Create a box of World Coordinates that this actor occupies. The
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// Actor X,Y from level data is already a World Coordinate;
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// accomodate for the size of the Actor.
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actorBox := render.Rect{
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X: actorPoint.X,
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Y: actorPoint.Y,
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W: actorSize.W,
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H: actorSize.H,
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}
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// Is any part of the actor visible?
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if !Viewport.Intersects(actorBox) {
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continue // not visible on screen
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}
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drawAt := render.Point{
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X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
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Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
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}
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// XXX TODO: when an Actor hits the left or top edge and shrinks,
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// scrolling to offset that shrink is currently hard to solve.
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scrollTo := render.Origin
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// Handle cropping and scaling if this Actor's canvas can't be
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// completely visible within the parent.
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if drawAt.X+resizeTo.W > p.X+S.W {
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// Hitting the right edge, shrunk the width now.
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delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
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resizeTo.W -= delta
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} else if drawAt.X < p.X {
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// Hitting the left edge. Cap the X coord and shrink the width.
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delta := p.X - drawAt.X // positive number
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drawAt.X = p.X
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// scrollTo.X -= delta / 2 // TODO
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resizeTo.W -= delta
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}
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if drawAt.Y+resizeTo.H > p.Y+S.H {
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// Hitting the bottom edge, shrink the height.
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delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
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resizeTo.H -= delta
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} else if drawAt.Y < p.Y {
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// Hitting the top edge. Cap the Y coord and shrink the height.
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delta := p.Y - drawAt.Y
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drawAt.Y = p.Y
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resizeTo.H -= delta
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}
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if resizeTo != actorSize {
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can.Resize(resizeTo)
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can.ScrollTo(scrollTo)
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}
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can.Present(e, drawAt)
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// Clean up the canvas size and offset.
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can.Resize(actorSize) // restore original size in case cropped
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can.ScrollTo(render.Origin)
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}
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}
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