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Actor.pde
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Actor.pde
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/**
* Actors represent something or someone,
* and can consist of one or more states,
* each associated with a particular sprite,
* and each associated with particular
* behaviour.
*
* The Actor class is abstract: you must
* implement your own subclass before you
* can make use of it.
*/
abstract class Actor extends Positionable {
boolean debug = false;
// debug bounding box alignment
float halign=0, valign=0;
// are we colliding with another actor?
boolean colliding = false;
// regular interaction with other actors
boolean interacting = true;
// only interact with players
boolean onlyplayerinteraction = false;
// bypass regular interaction for ... frames
int disabledCounter = 0;
// should we be removed?
boolean remove = false;
// is this actor persistent with respect to viewbox draws?
boolean persistent = true;
boolean isPersistent() { return persistent; }
// the layer this actor is in
LevelLayer layer;
// The active state for this actor (with associated sprite)
State active;
// all states for this actor
HashMap<String, State> states;
// actor name
String name = "";
// simple constructor
Actor(String _name) {
name = _name;
states = new HashMap<String, State>();
}
// full constructor
Actor(String _name, float dampening_x, float dampening_y) {
this(_name);
setImpulseCoefficients(dampening_x, dampening_y);
}
/**
* Add a state to this actor's repetoire.
*/
void addState(State state) {
state.setActor(this);
boolean replaced = (states.get(state.name) != null);
states.put(state.name, state);
if(!replaced || (replaced && state.name == active.name)) {
if (active == null) { active = state; }
else { swapStates(state); }
updatePositioningInformation();
}
}
/**
* Get a state by name.
*/
State getState(String name) {
return states.get(name);
}
/**
* Get the current sprite image
*/
PImage getSpriteMask() {
if(active == null) return null;
return active.sprite.getFrame();
}
/**
* Tell this actor which layer it is operating in
*/
void setLevelLayer(LevelLayer layer) {
this.layer = layer;
}
/**
* Tell this actor which layer it is operating in
*/
LevelLayer getLevelLayer() {
return layer;
}
/**
* Set the actor's current state by name.
*/
void setCurrentState(String name) {
State tmp = states.get(name);
if (active != null && tmp != active) {
tmp.reset();
swapStates(tmp);
} else { active = tmp; }
}
/**
* Swap the current state for a different one.
*/
void swapStates(State tmp) {
// get pertinent information
Sprite osprite = active.sprite;
boolean hflip = false, vflip = false;
if (osprite != null) {
hflip = osprite.hflip;
vflip = osprite.vflip;
}
// upate state to new state
active = tmp;
Sprite nsprite = tmp.sprite;
if (nsprite != null) {
if (hflip) nsprite.flipHorizontal();
if (vflip) nsprite.flipVertical();
updatePositioningInformation();
// if both old and new states had sprites,
// make sure the anchors line up.
if (osprite != null) {
handleSpriteSwap(osprite, nsprite);
}
}
}
/**
* Move actor if this state changes
* makes the actor bigger than before,
* and we're attached to boundaries.
*/
void handleSpriteSwap(Sprite osprite, Sprite nsprite) {
float ax1 = osprite.hanchor,
ay1 = osprite.vanchor,
ax2 = nsprite.hanchor,
ay2 = nsprite.vanchor;
float dx = (ax2-ax1)/2.0, dy = (ay2-ay1)/2.0;
x -= dx;
y -= dy;
}
/**
* update the actor dimensions based
* on the currently active state.
*/
void updatePositioningInformation() {
width = active.sprite.width;
height = active.sprite.height;
halign = active.sprite.halign;
valign = active.sprite.valign;
}
/**
* constrain the actor position based on
* the layer they are located in.
*/
void constrainPosition() {
float w2 = width/2, lw = layer.width;
if (x < w2) { x = w2; }
if (x > lw - w2) { x = lw - w2; }
}
/**
* Get the bounding box for this actor
*/
float[] getBoundingBox() {
if(active==null) return null;
float[] bounds = active.sprite.getBoundingBox();
// transform the bounds, based on local translation/scale/rotation
if(r!=0) {
float x1=bounds[0], y1=bounds[1],
x2=bounds[2], y2=bounds[3],
x3=bounds[4], y3=bounds[5],
x4=bounds[6], y4=bounds[7];
// rotate
bounds[0] = x1*cos(r) - y1*sin(r);
bounds[1] = x1*sin(r) + y1*cos(r);
bounds[2] = x2*cos(r) - y2*sin(r);
bounds[3] = x2*sin(r) + y2*cos(r);
bounds[4] = x3*cos(r) - y3*sin(r);
bounds[5] = x3*sin(r) + y3*cos(r);
bounds[6] = x4*cos(r) - y4*sin(r);
bounds[7] = x4*sin(r) + y4*cos(r);
}
// translate
bounds[0] += x+ox; bounds[1] += y+oy; // top left
bounds[2] += x+ox; bounds[3] += y+oy; // top right
bounds[4] += x+ox; bounds[5] += y+oy; // bottom right
bounds[6] += x+ox; bounds[7] += y+oy; // bottom left
// done
return bounds;
}
/**
* check overlap between sprites,
* rather than between actors.
*/
float[] overlap(Actor other) {
float[] overlap = super.overlap(other);
if(overlap==null || active==null || other.active==null) {
return overlap;
}
//
// TODO: add in code here that determines
// the intersection point for the two
// sprites, and checks the mask to see
// whether both have non-zero alph there.
//
return overlap;
}
/**
* What happens when we touch another actor?
*/
void overlapOccurredWith(Actor other, float[] direction) {
colliding = true;
}
/**
* What happens when we get hit
*/
void hit() { /* can be overwritten */ }
/**
* attach an actor to a boundary, so that
* impulse is redirected along boundary
* surfaces.
*/
void attachTo(Boundary boundary, float[] correction) {
// don't add boundaries we're already attached to
if(boundaries.contains(boundary)) return;
// record attachment
boundaries.add(boundary);
// stop the actor
float[] original = {this.ix - (fx*ixF), this.iy - (fy*iyF)};
stop(correction[0], correction[1]);
// then impart a new impulse, as redirected by the boundary.
float[] rdf = boundary.redirectForce(original[0], original[1]);
addImpulse(rdf[0], rdf[1]);
// call the blocked handler
gotBlocked(boundary, correction, original);
// and then make sure to update the actor's position, as
// otherwise it looks like we've stopped for 1 frame.
update();
}
/**
* This boundary blocked our path.
*/
void gotBlocked(Boundary b, float[] intersection, float[] original) {
// subclasses can implement, but don't have to
}
/**
* collisions may force us to stop this
* actor's movement. the actor is also
* moved back by dx/dy
*/
void stop(float dx, float dy) {
// we need to prevent IEEE floats polluting
// the position information, so even though
// the math is perfect in principle, round
// the result so that we're not going to be
// off by 0.0001 or something.
float resolution = 50;
x = int(resolution*(x+dx))/resolution;
y = int(resolution*(y+dy))/resolution;
ix = 0;
iy = 0;
aFrameCount = 0;
}
/**
* Sometimes actors need to be "invulnerable"
* while going through an animation. This
* is achieved by setting "interacting" to false
*/
void setInteracting(boolean _interacting) {
interacting = _interacting;
}
/**
* set whether or not this actor interacts
* with the level, or just the player
*/
void setPlayerInteractionOnly(boolean v ) {
onlyplayerinteraction = v;
}
/**
* Does this actor temporary not interact
* with any Interactors? This function
* is called by the layer level code,
* and should not be called by anything else.
*/
boolean isDisabled() {
if(disabledCounter > 0) {
disabledCounter--;
return true;
}
return false;
}
/**
* Sometimes we need to bypass interaction for
* a certain number of frames.
*/
void disableInteractionFor(int frameCount) {
disabledCounter = frameCount;
}
/**
* it's possible that an actor
* has to be removed from the
* level. If so, we call this method:
*/
void removeActor() {
animated = false;
visible = false;
states = null;
active = null;
remove = true;
}
/**
* Draw preprocessing happens here.
*/
void draw(float vx, float vy, float vw, float vh) {
if(!remove) handleInput();
super.draw(vx,vy,vw,vh);
}
/**
* Can this object be drawn in this viewbox?
*/
boolean drawableFor(float vx, float vy, float vw, float vh) {
return true;
}
/**
* Draw this actor.
*/
void drawObject() {
if(active!=null) {
active.draw(disabledCounter>0);
/*
if(debug) {
noFill();
stroke(255,0,0);
float[] bounds = getBoundingBox();
beginShape();
vertex(bounds[0]-x,bounds[1]-y);
vertex(bounds[2]-x,bounds[3]-y);
vertex(bounds[4]-x,bounds[5]-y);
vertex(bounds[6]-x,bounds[7]-y);
endShape(CLOSE);
}
*/
}
}
// ====== KEY HANDLING ======
protected final boolean[] locked = new boolean[256];
protected final boolean[] keyDown = new boolean[256];
protected int[] keyCodes = {};
// if pressed, and part of our known keyset, mark key as "down"
private void setIfTrue(int mark, int target) {
if(!locked[target]) {
if(mark==target) {
keyDown[target] = true; }}}
// if released, and part of our known keyset, mark key as "released"
private void unsetIfTrue(int mark, int target) {
if(mark==target) {
locked[target] = false;
keyDown[target] = false; }}
// lock a key so that it cannot be triggered repeatedly
protected void ignore(char key) {
int keyCode = int(key);
locked[keyCode] = true;
keyDown[keyCode] = false; }
// add a key listener
protected void handleKey(char key) {
int keyCode = int(key),
len = keyCodes.length;
int[] _tmp = new int[len+1];
arrayCopy(keyCodes,0,_tmp,0,len);
_tmp[len] = keyCode;
keyCodes = _tmp;
}
// check whether a key is pressed or not
protected boolean isKeyDown(char key) {
int keyCode = int(key);
return keyDown[keyCode];
}
protected boolean noKeysDown() {
for(boolean b: keyDown) { if(b) return false; }
for(boolean b: locked) { if(b) return false; }
return true;
}
// handle key presses
void keyPressed(char key, int keyCode) {
for(int i: keyCodes) {
setIfTrue(keyCode, i); }}
// handle key releases
void keyReleased(char key, int keyCode) {
for(int i: keyCodes) {
unsetIfTrue(keyCode, i); }}
/**
* Does the indicated x/y coordinate fall inside this drawable thing's region?
*/
boolean over(float _x, float _y) {
if (active == null) return false;
return active.over(_x - getX(), _y - getY());
}
void mouseMoved(int mx, int my) {}
void mousePressed(int mx, int my, int button) {}
void mouseDragged(int mx, int my, int button) {}
void mouseReleased(int mx, int my, int button) {}
void mouseClicked(int mx, int my, int button) {}
// ====== ABSTRACT METHODS ======
// token implementation
void handleInput() { }
// token implementation
void handleStateFinished(State which) { }
// token implementation
void pickedUp(Pickup pickup) { }
}