2017-10-27 01:03:11 +00:00
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package doodle
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2017-10-27 02:26:54 +00:00
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import (
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2018-06-17 02:59:23 +00:00
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"time"
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2018-06-17 02:59:23 +00:00
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"git.kirsle.net/apps/doodle/render"
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"github.com/kirsle/golog"
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)
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2017-10-27 01:03:11 +00:00
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2018-06-17 02:59:23 +00:00
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const (
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// Version number.
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Version = "0.0.1-alpha"
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// TargetFPS is the frame rate to cap the game to.
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TargetFPS = 1000 / 60 // 60 FPS
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// Millisecond64 is a time.Millisecond casted to float64.
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Millisecond64 = float64(time.Millisecond)
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)
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// Doodle is the game object.
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type Doodle struct {
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Debug bool
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Engine render.Engine
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startTime time.Time
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running bool
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ticks uint64
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width int32
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height int32
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2018-07-22 03:43:01 +00:00
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// Command line shell options.
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shell Shell
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scene Scene
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}
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// New initializes the game object.
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func New(debug bool, engine render.Engine) *Doodle {
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d := &Doodle{
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Debug: debug,
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Engine: engine,
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startTime: time.Now(),
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running: true,
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width: 800,
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height: 600,
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}
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d.shell = NewShell(d)
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if !debug {
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log.Config.Level = golog.InfoLevel
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}
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return d
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}
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// Run initializes SDL and starts the main loop.
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func (d *Doodle) Run() error {
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// Set up the render engine.
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if err := d.Engine.Setup(); err != nil {
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return err
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}
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// Set up the default scene.
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if d.scene == nil {
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d.Goto(&EditorScene{})
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}
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log.Info("Enter Main Loop")
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for d.running {
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d.Engine.Clear(render.White)
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start := time.Now() // Record how long this frame took.
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d.ticks++
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// Poll for events.
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ev, err := d.Engine.Poll()
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if err != nil {
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log.Error("event poll error: %s", err)
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d.running = false
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break
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}
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// Command line shell.
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if d.shell.Open {
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} else if ev.EnterKey.Read() {
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log.Debug("Shell: opening shell")
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d.shell.Open = true
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} else {
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// Global event handlers.
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if ev.EscapeKey.Read() {
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log.Error("Escape key pressed, shutting down")
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d.running = false
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break
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}
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// Run the scene's logic.
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err = d.scene.Loop(d, ev)
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if err != nil {
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return err
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}
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}
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// Draw the scene.
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d.scene.Draw(d)
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// Draw the shell.
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err = d.shell.Draw(d, ev)
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if err != nil {
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log.Error("shell error: %s", err)
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d.running = false
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break
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}
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// Draw the debug overlay over all scenes.
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d.DrawDebugOverlay()
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// Render the pixels to the screen.
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err = d.Engine.Present()
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if err != nil {
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log.Error("draw error: %s", err)
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d.running = false
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break
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}
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// Delay to maintain the target frames per second.
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elapsed := time.Now().Sub(start)
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tmp := elapsed / time.Millisecond
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var delay uint32
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if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
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delay = uint32(TargetFPS - int(tmp))
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}
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d.Engine.Delay(delay)
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// Track how long this frame took to measure FPS over time.
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d.TrackFPS(delay)
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// Consume any lingering key sym.
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ev.KeyName.Read()
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}
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log.Warn("Main Loop Exited! Shutting down...")
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return nil
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}
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2018-07-22 03:43:01 +00:00
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// NewMap loads a new map in Edit Mode.
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func (d *Doodle) NewMap() {
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log.Info("Starting a new map")
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scene := &EditorScene{}
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d.Goto(scene)
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}
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2018-06-21 02:00:46 +00:00
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// EditLevel loads a map from JSON into the EditorScene.
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func (d *Doodle) EditLevel(filename string) error {
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log.Info("Loading level from file: %s", filename)
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scene := &EditorScene{}
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err := scene.LoadLevel(filename)
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if err != nil {
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return err
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}
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d.Goto(scene)
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return nil
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}
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// PlayLevel loads a map from JSON into the PlayScene.
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func (d *Doodle) PlayLevel(filename string) error {
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log.Info("Loading level from file: %s", filename)
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scene := &PlayScene{
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Filename: filename,
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}
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d.Goto(scene)
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return nil
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}
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