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nonsolidtouchable.go
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/
nonsolidtouchable.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 mixins
import (
"github.com/divVerent/aaaaxy/internal/engine"
"github.com/divVerent/aaaaxy/internal/game/interfaces"
)
// NonSolidTouchable implements the Touch handler for nonsolid entities.
// Overrides Update(), so if additional handling is desired, calls must be chained.
type NonSolidTouchable struct {
World *engine.World
Entity *engine.Entity
NotifyUntouched bool
}
func (t *NonSolidTouchable) Init(w *engine.World, e *engine.Entity) error {
t.World = w
t.Entity = e
return nil
}
func (t *NonSolidTouchable) Update() {
// NOTE: These Touch events are NOT symmetric like all others! The other entity is NOT notified that we touched it.
touched := false
t.World.ForEachEntity(func(e *engine.Entity) {
if e == t.Entity {
return
}
// It has to be something that can move.
if _, ok := e.Impl.(interfaces.Velocityer); !ok {
return
}
// Should we filter stronger? Like, only triggers?
delta := t.Entity.Rect.Delta(e.Rect)
if delta.IsZero() {
t.Entity.Impl.Touch(e)
touched = true
}
})
if !touched && t.NotifyUntouched {
t.Entity.Impl.Touch(nil)
}
}