doodle/pkg/uix/canvas_actors.go
Noah Petherbridge 3892087932 Doodads: Use Key and Working Warp Doors
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a
  collision event doing so.
* Warp Doors are now functional: the player opens a door, disappears,
  the door closes; player is teleported to the linked door which opens,
  appears the player and closes.
* If the player exits thru a Blue or Orange door which is disabled
  (dotted outline), the door still opens and drops the player off but
  returns to a Disabled state, acting as a one-way door.
* Clean up several debug log lines from Doodle and doodad scripts.
2021-01-03 15:19:21 -08:00

171 lines
4.6 KiB
Go

package uix
import (
"errors"
"fmt"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/scripting"
"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 {
w.actors = make([]*Actor, 0)
for id, actor := range actors {
doodad, err := doodads.LoadFile(actor.Filename)
if err != nil {
return fmt.Errorf("InstallActors: %s", err)
}
// 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.MoveTo(actor.Point)
w.actors = append(w.actors, liveActor)
}
return nil
}
// 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())
// Security: expose a selective API to the actor to the JS engine.
vm.Self = w.MakeSelfAPI(actor)
vm.Set("Self", vm.Self)
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.
log.Debug("Calling Main() for %s", actor.ID())
if err := vm.Main(); err != nil {
log.Error("main() for actor %s errored: %s", actor.ID(), err)
}
}
return nil
}
// AddActor injects additional actors into the canvas, such as a Player doodad.
func (w *Canvas) AddActor(actor *Actor) error {
w.actors = append(w.actors, actor)
return nil
}
// 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()
)
// 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),
}
resizeTo := actorSize
// 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 / 2 // TODO
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 // TODO
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)
}
}