doodle/pkg/uix/actor.go
Noah Petherbridge 94d0da78e7 Swimming Physics and Bubble Pattern
Water pixels finally do something other than turn your character blue!

* When the player character is "wet" (touching water pixels, and so appearing in
  a blue mask), water physics apply: gravity is slower, your jump height is
  halved, but you get infinite jumps to swim higher in the water.
* Holding the jump key under water will incur a short delay between jumps, so
  that you don't just fly straight up to the surface. Tap the jump button to
  move up quicker, you can spam it all you want.

Azulians are also able to handle being under water:

* They'll sink to the bottom and keep walking back and forth normally.
* If you are above them and noticed, they'll jump (swim) up towards you,
  aware of the water and it jumps like you do.
* The Blue Azulian has the poorest vertical aggro range so it isn't a
  very good swimmer. The White Azulian is very good at navigating water
  as it can pursue the player from the furthest distance of them all.

Changes to the editor:

* New brush pattern added: bubbles.png
  * It's the default pattern now for the "water" color of all
    of the built-in palettes instead of ink.png
  * A repeating pattern of bubbles carved out showing the
    level wallpaper.
  * The old "Bubbles (circles.png)" is renamed "Circles"
* The last scroll position is saved with the Level file, so when you reload
  the level later it's scrolled at where you left it.
2022-05-05 21:35:32 -07:00

423 lines
11 KiB
Go

package uix
import (
"errors"
"fmt"
"sort"
"sync"
"git.kirsle.net/apps/doodle/pkg/collision"
"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/physics"
"git.kirsle.net/go/render"
"github.com/dop251/goja"
"github.com/google/uuid"
)
// Actor is an object that marries together the three things that make a
// Doodad instance "tick" while inside a Canvas:
//
// - uix.Actor is a doodads.Drawing so it fulfills doodads.Actor to be a
// dynamic object during gameplay.
// - It has a pointer to the level.Actor indicating its static level data
// as defined in the map: its spawn coordinate and configuration.
// - A uix.Canvas that can present the actor's graphics to the screen.
type Actor struct {
Drawing *doodads.Drawing
Actor *level.Actor
Canvas *Canvas
activeLayer int // active drawing frame for display
flagDestroy bool // flag the actor for destruction
flagUsing bool // flag that the (player) has pressed the Use key.
// Actor runtime variables.
hasGravity bool
hasInventory bool
wet bool
isMobile bool // Mobile character, such as the player or an enemy
noclip bool // Disable collision detection
hidden bool // invisible, via Hide() and Show()
frozen bool // Frozen, via Freeze() and Unfreeze()
immortal bool // Invulnerable to damage
hitbox render.Rect
inventory map[string]int // item inventory. doodad name -> quantity, 0 for key item.
data map[string]string // arbitrary key/value store. DEPRECATED ??
// Movement data.
position render.Point
velocity physics.Vector
grounded bool
// Animation variables.
animations map[string]*Animation
activeAnimation *Animation
animationCallback goja.Value
// Mutex.
muInventory sync.RWMutex
muData sync.RWMutex
}
// NewActor sets up a uix.Actor.
// If the id is blank, a new UUIDv4 is generated.
func NewActor(id string, levelActor *level.Actor, doodad *doodads.Doodad) *Actor {
if id == "" {
id = uuid.Must(uuid.NewUUID()).String()
}
size := doodad.Layers[0].Chunker.Size
can := NewCanvas(int(size), false)
can.Name = id
// TODO: if the Background is render.Invisible it gets defaulted to
// White somewhere and the Doodad masks the level drawing behind it.
can.SetBackground(render.RGBA(0, 0, 1, 0))
can.LoadDoodad(doodad)
can.Resize(render.NewRect(size, size))
actor := &Actor{
Drawing: doodads.NewDrawing(id, doodad),
Actor: levelActor,
Canvas: can,
animations: map[string]*Animation{},
inventory: map[string]int{},
}
// Give the Canvas a pointer to its (parent) Actor so it can draw its debug
// label and show the World Position of the actor within the world.
can.actor = actor
return actor
}
// ID returns the actor's ID. This is the underlying doodle.Drawing.ID().
func (a *Actor) ID() string {
return a.Drawing.ID()
}
// Doodad offers access to the underlying Doodad object.
// Shortcut to the `.Drawing.Doodad` property path.
func (a *Actor) Doodad() *doodads.Doodad {
return a.Drawing.Doodad
}
// SetGravity configures whether the actor is affected by gravity.
func (a *Actor) SetGravity(v bool) {
a.hasGravity = v
}
// SetMobile configures whether the actor is a mobile character (i.e. is the
// player or a mobile enemy). Mobile characters can set off certain traps when
// touched but non-mobile actors don't set each other off if touching.
func (a *Actor) SetMobile(v bool) {
a.isMobile = v
}
// SetInventory configures whether the actor is capable of carrying items.
func (a *Actor) SetInventory(v bool) {
a.hasInventory = true
}
// IsMobile returns whether the actor is a mobile character.
func (a *Actor) IsMobile() bool {
return a.isMobile
}
// IsPlayer returns whether the actor is the player character.
// It's true when the Actor ID is "PLAYER"
func (a *Actor) IsPlayer() bool {
return a.Canvas.Name == "PLAYER"
}
// HasInventory returns if the actor is capable of carrying items.
func (a *Actor) HasInventory() bool {
return a.hasInventory
}
// HasGravity returns if gravity applies to the actor.
func (a *Actor) HasGravity() bool {
return a.hasGravity
}
// Invulnerable returns whether the actor is marked as immortal.
func (a *Actor) Invulnerable() bool {
return a.immortal
}
// SetInvulnerable sets the actor's immortal flag.
func (a *Actor) SetInvulnerable(v bool) {
a.immortal = v
}
// Wet returns whether the actor is in contact with water pixels in a level.
func (a *Actor) IsWet() bool {
return a.wet
}
// SetWet updates the state of the actor's wet-ness.
func (a *Actor) SetWet(v bool) {
a.wet = v
}
// Size returns the size of the actor, from the underlying doodads.Drawing.
func (a *Actor) Size() render.Rect {
return a.Drawing.Size()
}
// Velocity returns the actor's current velocity vector.
func (a *Actor) Velocity() physics.Vector {
return a.velocity
}
// SetVelocity updates the actor's velocity vector.
func (a *Actor) SetVelocity(v physics.Vector) {
a.velocity = v
}
// Position returns the actor's position.
func (a *Actor) Position() render.Point {
return a.position
}
// MoveTo sets the actor's position.
func (a *Actor) MoveTo(p render.Point) {
a.position = p
}
// MoveBy adjusts the actor's position.
func (a *Actor) MoveBy(p render.Point) {
a.position.Add(p)
}
// Grounded returns if the actor is touching a floor.
func (a *Actor) Grounded() bool {
return a.grounded
}
// SetGrounded sets the actor's grounded value.
func (a *Actor) SetGrounded(v bool) {
a.grounded = v
}
// Hide makes the actor invisible.
func (a *Actor) Hide() {
a.hidden = true
}
// Show a hidden actor.
func (a *Actor) Show() {
a.hidden = false
}
// Freeze an actor. For the player character, this means arrow key inputs
// will stop moving the actor.
func (a *Actor) Freeze() {
a.frozen = true
}
// Unfreeze an actor.
func (a *Actor) Unfreeze() {
a.frozen = false
}
// IsFrozen returns true if the actor is frozen.
func (a *Actor) IsFrozen() bool {
return a.frozen
}
// SetUsing enables the "Use Key" flag, mainly for the player character to activate
// certain doodads in the level.
func (a *Actor) SetUsing(v bool) {
a.flagUsing = v
}
// SetNoclip sets the noclip setting for an actor. If true, the actor can
// clip through level geometry.
func (a *Actor) SetNoclip(v bool) {
a.noclip = v
}
// AddItem adds an item doodad to the actor's inventory.
// Item name is usually the doodad filename.
func (a *Actor) AddItem(itemName string, quantity int) {
a.muInventory.Lock()
if _, ok := a.inventory[itemName]; ok {
a.inventory[itemName] += quantity
} else {
a.inventory[itemName] = quantity
}
a.muInventory.Unlock()
}
// RemoveItem removes a quantity of an item from the actor's inventory.
//
// Provide a quantity of 0 to remove the item completely.
// Otherwise provides a number greater than zero and you will subtract this
// quantity from the item. If the item then is at <= zero, it is removed from
// inventory.
func (a *Actor) RemoveItem(itemName string, quantity int) bool {
a.muInventory.RLock()
defer a.muInventory.RUnlock()
if _, ok := a.inventory[itemName]; ok {
// If quantity is zero, remove the item entirely.
if quantity <= 0 {
delete(a.inventory, itemName)
} else {
// Subtract the quantity from inventory. If we have run down to
// zero left, remove the item entirely.
a.inventory[itemName] -= quantity
if a.inventory[itemName] <= 0 {
delete(a.inventory, itemName)
}
}
return true
}
return false
}
// ClearInventory removes all items from the actor's inventory.
func (a *Actor) ClearInventory() {
a.muInventory.Lock()
a.inventory = map[string]int{}
a.muInventory.Unlock()
}
// HasItem checks the actor's inventory for the item and returns the quantity.
//
// A return value of -1 means the item was not found.
// The value 0 indicates a key item (one with no quantity).
// Values >= 1 would be consumable items.
func (a *Actor) HasItem(itemName string) int {
a.muInventory.RLock()
defer a.muInventory.RUnlock()
if quantity, ok := a.inventory[itemName]; ok {
return quantity
}
return -1
}
// ListItems returns a sorted list of the items in the actor's inventory.
func (a *Actor) ListItems() []string {
a.muInventory.RLock()
defer a.muInventory.RUnlock()
var (
result = make([]string, len(a.inventory))
i = 0
)
for k := range a.inventory {
result[i] = k
i++
}
sort.Strings(result)
return result
}
// Inventory returns a copy of the actor's inventory struct.
func (a *Actor) Inventory() map[string]int {
a.muInventory.RLock()
defer a.muInventory.RUnlock()
var result = map[string]int{}
for k, v := range a.inventory {
result[k] = v
}
return result
}
// GetBoundingRect gets the bounding box of the actor's doodad.
func (a *Actor) GetBoundingRect() render.Rect {
return collision.GetBoundingRect(a)
}
// SetHitbox sets the actor's elected hitbox.
func (a *Actor) SetHitbox(x, y, w, h int) {
a.hitbox = render.Rect{
X: x,
Y: y,
W: w,
H: h,
}
}
// Hitbox returns the actor's elected hitbox. If the JavaScript did not set
// a hitbox, it defers to the Doodad's metadata hitbox.
func (a *Actor) Hitbox() render.Rect {
if a.hitbox.IsZero() && !a.Drawing.Doodad.Hitbox.IsZero() {
return a.Drawing.Doodad.Hitbox
}
return a.hitbox
}
// SetData sets an arbitrary field in the actor's K/V storage.
func (a *Actor) SetData(key, value string) {
if a.data == nil {
a.data = map[string]string{}
}
a.muData.Lock()
a.data[key] = value
a.muData.Unlock()
}
// GetData gets an arbitrary field from the actor's K/V storage.
// Missing keys just return a blank string (friendly to the JavaScript
// environment).
func (a *Actor) GetData(key string) string {
if a.data == nil {
return ""
}
a.muData.RLock()
v, _ := a.data[key]
a.muData.RUnlock()
return v
}
// LayerCount returns the number of layers in this actor's drawing.
func (a *Actor) LayerCount() int {
return len(a.Doodad().Layers)
}
// ShowLayer sets the actor's ActiveLayer to the index given.
func (a *Actor) ShowLayer(index int) error {
if index < 0 {
return errors.New("layer index must be 0 or greater")
} else if index > len(a.Doodad().Layers) {
return fmt.Errorf("layer %d out of range for doodad's layers", index)
}
a.activeLayer = index
a.Canvas.Load(a.Doodad().Palette, a.Doodad().Layers[index].Chunker)
return nil
}
// ShowLayerNamed sets the actor's ActiveLayer to the one named.
func (a *Actor) ShowLayerNamed(name string) error {
// Find the layer.
for i, layer := range a.Doodad().Layers {
if layer.Name == name {
return a.ShowLayer(i)
}
}
log.Warn("Actor(%s) ShowLayerNamed(%s): layer not found",
a.Actor.Filename,
name,
)
return fmt.Errorf("the layer named %s was not found", name)
}
// Destroy deletes the actor from the running level.
func (a *Actor) Destroy() {
a.flagDestroy = true
}