doodle/pkg/uix/canvas_actors.go
Noah Petherbridge 6def8f7625 Walk up slopes smoothly, texture freeing improvement
* Fix collision detection to allow actors to walk up slopes smoothly, without
  losing any horizontal velocity.
* Fix scrolling a level canvas so that chunks near the right or bottom edge
  of the viewpoint were getting culled prematurely.
* Centralize JavaScript exception catching logic to attach Go and JS stack
  traces where possible to be more useful for debugging.
* Performance: flush all SDL2 textures from memory between scene transitions
  in the app. Also add a `flush-textures` dev console command to flush the
  textures at any time - they all should regenerate if still needed based on
  underlying go.Images which can be garbage collected.
2024-02-07 22:14:48 -08:00

271 lines
7.4 KiB
Go

package uix
import (
"errors"
"fmt"
"sort"
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/license/levelsigning"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/scripting"
"git.kirsle.net/SketchyMaze/doodle/pkg/scripting/exceptions"
"git.kirsle.net/go/render"
)
// InstallActors adds external Actors to the canvas to be superimposed on top
// of the drawing.
func (w *Canvas) InstallActors(actors level.ActorMap) error {
var errs []string
// Order the actors deterministically, by their ID string. Actors get
// a time-ordered UUID ID by default so the most recently added actor
// should render on top of the others.
var actorIDs []string
for id := range actors {
actorIDs = append(actorIDs, id)
}
sort.Strings(actorIDs)
// In case we are replacing the actors, free up all their textures first!
for _, actor := range w.actors {
actor.Canvas.Destroy()
}
// Signed Levels: the free version normally won't load embedded assets from
// a level and the call to LoadFromEmbeddable below returns the error. If the
// level is signed it is allowed to use its embedded assets.
isSigned := w.IsSignedLevelPack != nil || levelsigning.IsLevelSigned(w.level)
w.actors = make([]*Actor, 0)
for _, id := range actorIDs {
var actor = actors[id]
// Try loading the doodad from the level's own attached files.
doodad, err := doodads.LoadFromEmbeddable(actor.Filename, w.level, isSigned)
if err != nil {
// If we have a signed levelpack, try loading from the levelpack.
if w.IsSignedLevelPack != nil {
if found, err := doodads.LoadFromEmbeddable(actor.Filename, w.IsSignedLevelPack, true); err == nil {
doodad = found
}
}
// If not found, append the error and continue.
if doodad == nil {
errs = append(errs, fmt.Sprintf("%s: %s", actor.Filename, err.Error()))
continue
}
}
// Create the "live" Actor to exist in the world, and set its world
// position to the Point defined in the level data.
liveActor := NewActor(id, actor, doodad)
liveActor.Canvas.parent = w
liveActor.LevelCanvas = w
liveActor.MoveTo(actor.Point)
w.actors = append(w.actors, liveActor)
}
if len(errs) > 0 {
return errors.New(strings.Join(errs, "\n"))
}
return nil
}
// Actors returns the list of actors currently in the Canvas.
func (w *Canvas) Actors() []*Actor {
return w.actors
}
// ClearActors removes all the actors from the Canvas.
func (w *Canvas) ClearActors() {
w.actors = []*Actor{}
}
// SetScriptSupervisor assigns the Canvas scripting supervisor to enable
// interaction with actor scripts.
func (w *Canvas) SetScriptSupervisor(s *scripting.Supervisor) {
w.scripting = s
}
// InstallScripts loads all the current actors' scripts into the scripting
// engine supervisor.
func (w *Canvas) InstallScripts() error {
if w.scripting == nil {
return errors.New("no script supervisor is configured for this canvas")
}
if len(w.actors) == 0 {
return errors.New("no actors exist in this canvas to install scripts for")
}
for _, actor := range w.actors {
vm := w.scripting.To(actor.ID())
if vm.Self != nil {
// Already initialized!
continue
}
// Security: expose a selective API to the actor to the JS engine.
vm.Self = w.MakeSelfAPI(actor)
w.MakeScriptAPI(vm)
vm.Set("Self", vm.Self)
// If there is no script attached, do not try and load or call the main() function.
if actor.Doodad().Script == "" {
continue
}
if _, err := vm.Run(actor.Doodad().Script); err != nil {
log.Error("Run script for actor %s failed: %s", actor.ID(), err)
}
// Call the main() function.
if err := vm.Main(); err != nil {
exceptions.FormatAndCatch(
nil,
"Error in main() for actor %s:\n\n%s\n\nActor ID: %s\nFilename: %s\nPosition: %s",
actor.Actor.Filename,
err,
actor.ID(),
actor.Actor.Filename,
actor.Position(),
)
}
}
// Broadcast the "ready" signal to any actors that want to publish
// messages ASAP on level start.
for _, actor := range w.actors {
w.scripting.To(actor.ID()).Inbound <- scripting.Message{
Name: "broadcast:ready",
Args: nil,
}
}
return nil
}
// AddActor injects additional actors into the canvas, such as a Player doodad.
func (w *Canvas) AddActor(actor *Actor) error {
actor.LevelCanvas = w
w.actors = append(w.actors, actor)
return nil
}
// RemoveActor removes the actor from the canvas.
func (w *Canvas) RemoveActor(actor *Actor) {
var actors = []*Actor{}
for _, exist := range w.actors {
if actor == exist {
w.scripting.RemoveVM(actor.ID())
continue
}
actors = append(actors, exist)
}
w.actors = actors
}
// drawActors is a subroutine of Present() that superimposes the actors on top
// of the level drawing.
func (w *Canvas) drawActors(e render.Engine, p render.Point) {
var (
Viewport = w.ViewportRelative()
S = w.Size()
)
// See if each Actor is in range of the Viewport.
for i, a := range w.actors {
if a == nil {
log.Error("Canvas.drawActors: null actor at index %d (of %d actors)", i, len(w.actors))
continue
}
// Skip hidden actors.
if a.hidden {
continue
}
var (
can = a.Canvas // Canvas widget that draws the actor
actorPoint = a.Position()
actorSize = a.Size()
resizeTo = actorSize
)
// Adjust actor position and size by the zoom level.
actorPoint.X = w.ZoomMultiply(actorPoint.X)
actorPoint.Y = w.ZoomMultiply(actorPoint.Y)
resizeTo.W = w.ZoomMultiply(resizeTo.W)
resizeTo.H = w.ZoomMultiply(resizeTo.H)
// Tell the actor's canvas to copy our zoom level so it resizes its image too.
can.Zoom = w.Zoom
// Create a box of World Coordinates that this actor occupies. The
// Actor X,Y from level data is already a World Coordinate;
// accomodate for the size of the Actor.
actorBox := render.Rect{
X: actorPoint.X,
Y: actorPoint.Y,
W: actorSize.W,
H: actorSize.H,
}
// Is any part of the actor visible?
if !Viewport.Intersects(actorBox) {
continue // not visible on screen
}
drawAt := render.Point{
X: p.X + w.Scroll.X + actorPoint.X + w.BoxThickness(1),
Y: p.Y + w.Scroll.Y + actorPoint.Y + w.BoxThickness(1),
}
// XXX TODO: when an Actor hits the left or top edge and shrinks,
// scrolling to offset that shrink is currently hard to solve.
scrollTo := render.Origin
// Handle cropping and scaling if this Actor's canvas can't be
// completely visible within the parent.
if drawAt.X+resizeTo.W > p.X+S.W {
// Hitting the right edge, shrunk the width now.
delta := (drawAt.X + resizeTo.W) - (p.X + S.W)
resizeTo.W -= delta
} else if drawAt.X < p.X {
// Hitting the left edge. Cap the X coord and shrink the width.
delta := p.X - drawAt.X // positive number
drawAt.X = p.X
scrollTo.X -= delta
resizeTo.W -= delta
}
if drawAt.Y+resizeTo.H > p.Y+S.H {
// Hitting the bottom edge, shrink the height.
delta := (drawAt.Y + resizeTo.H) - (p.Y + S.H)
resizeTo.H -= delta
} else if drawAt.Y < p.Y {
// Hitting the top edge. Cap the Y coord and shrink the height.
delta := p.Y - drawAt.Y
drawAt.Y = p.Y
scrollTo.Y -= delta
resizeTo.H -= delta
}
if resizeTo != actorSize {
can.Resize(resizeTo)
can.ScrollTo(scrollTo)
}
can.Present(e, drawAt)
// Clean up the canvas size and offset.
can.Resize(actorSize) // restore original size in case cropped
can.ScrollTo(render.Origin)
}
}