doodle/pkg/play_scene_touch.go

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package doodle
import (
"time"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/native"
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"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
)
/*
Touchscreen Control functionality used in the Play Scene.
*/
// LoopTouchable is called as part of PlayScene.Loop while the simulation is running.
//
// It looks for touch events on proportional regions of the window and emulates key
// input bindings to move the character, jump, etc.
//
// TODO: this function manipulates the event.State to set Up, Down, Left, Right and
// Space keys and may need love for reconfigurable keybinds later.
func (s *PlayScene) LoopTouchable(ev *event.State) {
var (
middle = s.touchGetMiddleBox()
cursor = render.NewPoint(ev.CursorX, ev.CursorY)
)
// Don't do any of this if the mouse is over the menu bar, so
// clicking on the menus doesn't make the character move or jump.
if cursor.Inside(s.menubar.Rect()) || s.Supervisor.GetModal() != nil ||
s.Supervisor.IsPointInWindow(cursor) {
return
}
// Detect if the player is idle.
// Idle means that they are not holding any directional or otherwise input key.
// Keyboard inputs and touch events from this function will set these keys.
// See if it stays unset long enough to consider idle.
var isGrounded = (s.Player.HasGravity() && s.Player.Grounded()) || !s.Player.HasGravity()
if !ev.Up && !ev.Down && !ev.Right && !ev.Left && !ev.Space && isGrounded {
if s.idleLastStart.IsZero() {
s.idleLastStart = time.Now()
} else if time.Since(s.idleLastStart) > balance.PlayModeIdleTimeout {
if !s.playerIsIdle {
log.Debug("LoopTouchable: No keys pressed in a while, idle UI start")
}
s.playerIsIdle = true
// Fade in the hint UI by stepping up the alpha value.
if s.idleHelpAlpha < balance.PlayModeAlphaMax {
s.idleHelpAlpha += balance.PlayModeAlphaStep
}
// cap it from overflow
if s.idleHelpAlpha > balance.PlayModeAlphaMax {
s.idleHelpAlpha = balance.PlayModeAlphaMax
}
}
} else {
s.idleLastStart = time.Time{}
s.playerIsIdle = false
s.idleHelpAlpha = 0
}
// Click (touch) event?
if ev.Button1 {
// Clicked left or right of middle = move left or right.
// By default the middle box is a dead zone, but if player
// is already moving laterally allow for quick precision.
if ev.Left || ev.Right {
if cursor.X < s.d.width/2 {
ev.Left = true
ev.Right = false
} else if cursor.X > s.d.width/2 {
ev.Right = true
ev.Left = false
}
} else {
if cursor.X < middle.X {
ev.Left = true
ev.Right = false
} else if cursor.X > middle.X+middle.W {
ev.Left = false
ev.Right = true
}
}
// Clicked above middle = jump.
ev.Up = cursor.Y < middle.Y
// Clicked below middle = down (antigravity)
ev.Down = cursor.Y > middle.Y+middle.H
// Clicked on the middle box = Use.
if cursor.X >= middle.X && cursor.X <= middle.X+middle.W &&
cursor.Y >= middle.Y && cursor.Y <= middle.Y+middle.H {
ev.Space = true
// Also cancel any lateral movement.
ev.Left = false
ev.Right = false
}
s.isTouching = true
} else {
if s.isTouching {
ev.Left = false
ev.Right = false
ev.Up = false
ev.Down = false
ev.Space = false
s.isTouching = false
}
}
}
// DrawTouchable draws any UI elements if needed for the touch UI.
func (s *PlayScene) DrawTouchable() {
// If we are not in touch mode (user has not touched their screen at all), don't
// show the hints - mouse & keyboard mode. And user opt-out setting.
if !native.IsTouchScreenMode() || usercfg.Current.HideTouchHints {
return
}
var (
middle = s.touchGetMiddleBox()
background = render.RGBA(200, 200, 200, uint8(s.idleHelpAlpha))
font = balance.TouchHintsFont
)
font.Color.Alpha = uint8(s.idleHelpAlpha)
font.Shadow.Alpha = uint8(s.idleHelpAlpha)
// If the player is idle for a while, start showing them a hint UI about
// the touch screen controls.
if s.playerIsIdle {
// Draw the "Use" button over the middle box.
useBtn := ui.NewLabel(ui.Label{
Text: "Touch here\nto 'use'\nobjects",
Font: font,
})
useBtn.SetBackground(background)
useBtn.Resize(middle)
useBtn.Compute(s.d.Engine)
useBtn.Present(s.d.Engine, middle.Point())
// Move Left and Move Right hints.
moveLeft := ui.NewLabel(ui.Label{
Text: "Touch here to\nmove left",
Font: font,
})
moveLeft.SetBackground(background)
moveLeft.Compute(s.d.Engine)
moveLeft.Present(s.d.Engine, render.Point{
X: (middle.X / 2) - (moveLeft.Size().W / 2),
Y: (s.d.height / 2) - (moveLeft.Size().H / 2),
})
// Move Left and Move Right hints.
moveRight := ui.NewLabel(ui.Label{
Text: "Touch here to\nmove right",
Font: font,
})
moveRight.SetBackground(background)
moveRight.Compute(s.d.Engine)
moveRight.Present(s.d.Engine, render.Point{
X: (middle.X+middle.W+s.d.width)/2 - (moveRight.Size().W / 2),
Y: (s.d.height / 2) - (moveRight.Size().H / 2),
})
// Jump hints.
moveUp := ui.NewLabel(ui.Label{
Text: "Touch anywhere above the middle of\nthe screen to jump up in the air",
Font: font,
})
moveUp.SetBackground(background)
moveUp.Compute(s.d.Engine)
moveUp.Present(s.d.Engine, render.Point{
X: (s.d.width / 2) - (moveUp.Size().W / 2),
Y: (middle.Y / 2) - (moveUp.Size().H / 2),
})
// Keybind hints.
keyHints := ui.NewLabel(ui.Label{
Text: "Keyboard controls:\n" +
"WASD or arrow keys for movement\n" +
"Space key to 'use' objects.",
Font: font,
})
keyHints.SetBackground(background)
keyHints.Compute(s.d.Engine)
keyHints.Present(s.d.Engine, render.Point{
X: (s.d.width / 2) - (keyHints.Size().W / 2),
Y: (middle.Y+middle.H+s.d.height)/2 - (keyHints.Size().H / 2),
})
}
}
// Get the middle box of the screen and return it.
// X,Y are screen positions and W,H is the box size.
func (s *PlayScene) touchGetMiddleBox() render.Rect {
// Carve up the screen segments.
var (
// The application window dimensions.
width = s.d.width
height = s.d.height
// The middle box.
middleMinSize = 96 // minimum dimensions
middle = render.Rect{
X: (width / 2) - (middleMinSize / 2),
Y: (height / 2) - (middleMinSize / 2),
W: middleMinSize,
H: middleMinSize,
}
)
return middle
}