func (c *Critter) NotifyPosition(old, new *world.Tile) { if old == nil || new == nil { c.mtx.Lock() c.animationTicks = 0 c.animation = "" c.facing = 0 c.mtx.Unlock() return } ox, oy := old.Position() nx, ny := new.Position() c.mtx.Lock() switch { case ox-1 == nx && oy == ny: c.animationTicks = 3 c.animation = "wa" // walk (alternating) c.facing = 6 case ox+1 == nx && oy == ny: c.animationTicks = 3 c.animation = "wa" // walk (alternating) c.facing = 9 case ox == nx && oy-1 == ny: c.animationTicks = 3 c.animation = "wa" // walk (alternating) c.facing = 3 case ox == nx && oy+1 == ny: c.animationTicks = 3 c.animation = "wa" // walk (alternating) c.facing = 0 } c.mtx.Unlock() new.Zone().Update(new, c.Outer()) }
func (h *Hero) NotifyPosition(old, new *world.Tile) { if old == nil || new == nil { h.mtx.Lock() h.animationTicks = 0 h.animation = "" h.facing = 0 h.mtx.Unlock() return } ox, oy := old.Position() nx, ny := new.Position() h.mtx.Lock() switch { case ox-1 == nx && oy == ny: h.animationTicks = 3 h.animation = "wa" // walk (alternating) h.facing = 6 case ox+1 == nx && oy == ny: h.animationTicks = 3 h.animation = "wa" // walk (alternating) h.facing = 9 case ox == nx && oy-1 == ny: h.animationTicks = 3 h.animation = "wa" // walk (alternating) h.facing = 3 case ox == nx && oy+1 == ny: h.animationTicks = 3 h.animation = "wa" // walk (alternating) h.facing = 0 } h.mtx.Unlock() new.Zone().Update(new, h.Outer()) }
func (pi *PlayerInstances) Get(pos *world.Tile) world.Instance { pi.mtx.Lock() defer pi.mtx.Unlock() if pi.instances == nil { pi.instances = make(map[instanceLocation]*PlayerInstance) } z := pos.Zone() tx, ty := pos.Position() loc := instanceLocation{ZoneX: z.X, ZoneY: z.Y, TileX: tx, TileY: ty} if i, ok := pi.instances[loc]; ok { return i } i := &PlayerInstance{} pi.instances[loc] = i return i }