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oneway.go
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oneway.go
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// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package trigger
import (
"fmt"
"github.com/divVerent/aaaaxy/internal/animation"
"github.com/divVerent/aaaaxy/internal/engine"
"github.com/divVerent/aaaaxy/internal/game/constants"
"github.com/divVerent/aaaaxy/internal/level"
m "github.com/divVerent/aaaaxy/internal/math"
)
// OneWay is an entity that can only be passed in one direction.
// It is implemented simply as being solid whenever it is on the left (or rotated direction) of the player.
type OneWay struct {
World *engine.World
Entity *engine.Entity
AllowedDirection m.Delta
Anim animation.State
}
func (o *OneWay) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entity) error {
o.World = w
o.Entity = e
e.ResizeImage = true
w.SetOpaque(e, false)
w.SetZIndex(e, constants.OneWayZ)
o.AllowedDirection = e.Orientation.Apply(m.East())
err := o.Anim.Init("oneway", map[string]*animation.Group{
"idle": {
Frames: 2,
FrameInterval: 16,
NextInterval: 32,
NextAnim: "idle",
},
}, "idle")
if err != nil {
return fmt.Errorf("could not initialize oneway animation: %v", err)
}
return nil
}
func (o *OneWay) Despawn() {}
func (o *OneWay) Update() {
// I am solid if plP0..plP1 is entirely > myP0..myP1.
myP0 := o.Entity.Rect.Origin.Delta(m.Pos{}).Dot(o.AllowedDirection)
myP1 := o.Entity.Rect.OppositeCorner().Delta(m.Pos{}).Dot(o.AllowedDirection)
plP0 := o.World.Player.Rect.Origin.Delta(m.Pos{}).Dot(o.AllowedDirection)
plP1 := o.World.Player.Rect.OppositeCorner().Delta(m.Pos{}).Dot(o.AllowedDirection)
o.World.MutateContentsBool(o.Entity, level.PlayerSolidContents, plP0 > myP0 && plP1 > myP0 && plP0 > myP1 && plP1 > myP1)
// Animate.
o.Anim.Update(o.Entity)
}
func (o *OneWay) Touch(other *engine.Entity) {}
func init() {
engine.RegisterEntityType(&OneWay{})
}