Noah Petherbridge
08e65c32b5
* 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.
25 lines
555 B
Go
25 lines
555 B
Go
// Package dummy implements a dummy doodads.Drawing.
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package dummy
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import (
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/go/render"
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)
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// Drawing is a dummy doodads.Drawing that has no data.
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type Drawing struct {
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Drawing *doodads.Drawing
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}
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// NewDrawing creates a new dummy drawing.
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func NewDrawing(id string, doodad *doodads.Doodad) *Drawing {
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return &Drawing{
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Drawing: doodads.NewDrawing(id, doodad),
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}
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}
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// Size returns the size of the underlying doodads.Drawing.
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func (d *Drawing) Size() render.Rect {
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return d.Drawing.Size()
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}
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