doodle/pkg/uix/canvas_scrolling.go
Noah Petherbridge 241186209c Play Mode: Fix Level Collision w/ Scrolling
Fixes:
* Move the call to CollidesWithGrid() inside the Canvas instead of
  outside in the PlayScene.movePlayer() so it can apply to all Actors
  in motion.
* PlayScene.movePlayer() in turn just sets the player's Velocity so the
  Canvas.Loop() can move the actor itself.
* When keeping the player inside the level boundaries: previously it was
  assuming the player Position was relative to the window, and was
  checking the WorldIndexAt and getting wrong results.
* Canvas scrolling (loopFollowActor): check that the actor is getting
  close to the screen edge using the Viewport into the world, NOT the
  screen-relative coordinates of the Canvas bounding boxes.
2019-04-14 15:25:03 -07:00

186 lines
4.2 KiB
Go

package uix
import (
"errors"
"fmt"
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/lib/ui"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/level"
)
/*
Loop() subroutine to scroll the canvas using arrow keys (for edit mode).
If w.Scrollable is false this function won't do anything.
Cursor keys will scroll the drawing by balance.CanvasScrollSpeed per tick.
If the level pageType is constrained, the scrollable viewport will be
constrained to fit the bounds of the level.
The debug boolean `NoLimitScroll=true` will override the bounded level scroll
restriction and allow scrolling into out-of-bounds areas of the level.
*/
func (w *Canvas) loopEditorScroll(ev *events.State) error {
if !w.Scrollable {
return errors.New("canvas not scrollable")
}
// Arrow keys to scroll the view.
scrollBy := render.Point{}
if ev.Right.Now {
scrollBy.X -= balance.CanvasScrollSpeed
} else if ev.Left.Now {
scrollBy.X += balance.CanvasScrollSpeed
}
if ev.Down.Now {
scrollBy.Y -= balance.CanvasScrollSpeed
} else if ev.Up.Now {
scrollBy.Y += balance.CanvasScrollSpeed
}
if !scrollBy.IsZero() {
w.ScrollBy(scrollBy)
}
return nil
}
/*
Loop() subroutine to constrain the scrolled view to within a bounded level.
*/
func (w *Canvas) loopConstrainScroll() error {
if w.NoLimitScroll {
return errors.New("NoLimitScroll enabled")
}
var capped bool
// Constrain the top and left edges.
if w.wallpaper.pageType > level.Unbounded {
if w.Scroll.X > 0 {
w.Scroll.X = 0
capped = true
}
if w.Scroll.Y > 0 {
w.Scroll.Y = 0
capped = true
}
}
// Constrain the bottom and right for limited world sizes.
if w.wallpaper.maxWidth+w.wallpaper.maxHeight > 0 {
var (
// TODO: downcast from int64!
mw = int32(w.wallpaper.maxWidth)
mh = int32(w.wallpaper.maxHeight)
Viewport = w.Viewport()
)
if Viewport.W > mw {
delta := Viewport.W - mw
w.Scroll.X += delta
capped = true
}
if Viewport.H > mh {
delta := Viewport.H - mh
w.Scroll.Y += delta
capped = true
}
}
if capped {
return errors.New("scroll limited by level constraint")
}
return nil
}
/*
Loop() subroutine for Play Mode to follow an actor in the camera's view.
Does nothing if w.FollowActor is an empty string. Set it to the ID of an Actor
to follow. If the actor exists, the Canvas will scroll to keep it on the
screen.
*/
func (w *Canvas) loopFollowActor(ev *events.State) error {
// Are we following an actor?
if w.FollowActor == "" {
return nil
}
var (
VP = w.Viewport()
)
// Find the actor.
for _, actor := range w.actors {
if actor.ID() != w.FollowActor {
continue
}
actor.Canvas.SetBorderSize(2)
actor.Canvas.SetBorderColor(render.Red)
actor.Canvas.SetBorderStyle(ui.BorderSolid)
var (
APosition = actor.Position() // absolute world position
ASize = actor.Drawing.Size()
scrollBy render.Point
)
// Scroll left
if APosition.X-VP.X <= int32(balance.ScrollboxHoz) {
var delta = APosition.X - VP.X
if delta > int32(balance.ScrollMaxVelocity) {
delta = int32(balance.ScrollMaxVelocity)
}
if delta < 0 {
// constrain in case they're FAR OFF SCREEN so we don't flip back around
delta = -delta
}
scrollBy.X = delta
}
// Scroll right
if APosition.X >= VP.W-ASize.W-int32(balance.ScrollboxHoz) {
var delta = VP.W - ASize.W - int32(balance.ScrollboxHoz)
if delta > int32(balance.ScrollMaxVelocity) {
delta = int32(balance.ScrollMaxVelocity)
}
scrollBy.X = -delta
}
// Scroll up
if APosition.Y-VP.Y <= int32(balance.ScrollboxVert) {
var delta = APosition.Y - VP.Y
if delta > int32(balance.ScrollMaxVelocity) {
delta = int32(balance.ScrollMaxVelocity)
}
if delta < 0 {
delta = -delta
}
scrollBy.Y = delta
}
// Scroll down
if APosition.Y >= VP.H-ASize.H-int32(balance.ScrollboxVert) {
var delta = VP.H - ASize.H - int32(balance.ScrollboxVert)
if delta > int32(balance.ScrollMaxVelocity) {
delta = int32(balance.ScrollMaxVelocity)
}
scrollBy.Y = -delta
}
if scrollBy != render.Origin {
w.ScrollBy(scrollBy)
}
return nil
}
return fmt.Errorf("actor ID '%s' not found in level", w.FollowActor)
}