doodle/pkg/main_scene.go

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package doodle
import (
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/lib/ui"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/scripting"
"git.kirsle.net/apps/doodle/pkg/uix"
)
// MainScene implements the main menu of Doodle.
type MainScene struct {
Supervisor *ui.Supervisor
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frame *ui.Frame
// Background wallpaper canvas.
scripting *scripting.Supervisor
canvas *uix.Canvas
}
// Name of the scene.
func (s *MainScene) Name() string {
return "Main"
}
// Setup the scene.
func (s *MainScene) Setup(d *Doodle) error {
s.Supervisor = ui.NewSupervisor()
if err := s.SetupDemoLevel(d); err != nil {
return err
}
// Main UI button frame.
frame := ui.NewFrame("frame")
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s.frame = frame
var buttons = []struct {
Name string
Func func()
}{
{
Name: "Play a Level",
Func: d.GotoPlayMenu,
},
{
Name: "Create a New Level",
Func: d.GotoNewMenu,
},
{
Name: "Edit a Level",
Func: d.GotoLoadMenu,
},
}
for _, button := range buttons {
button := button
btn := ui.NewButton(button.Name, ui.NewLabel(ui.Label{
Text: button.Name,
Font: balance.StatusFont,
}))
btn.Handle(ui.Click, func(p render.Point) {
button.Func()
})
s.Supervisor.Add(btn)
frame.Pack(btn, ui.Pack{
Anchor: ui.N,
PadY: 8,
// Fill: true,
FillX: true,
})
}
return nil
}
// SetupDemoLevel configures the wallpaper behind the New screen,
// which demos a title screen demo level.
func (s *MainScene) SetupDemoLevel(d *Doodle) error {
// Set up the background wallpaper canvas.
s.canvas = uix.NewCanvas(100, false)
s.canvas.Scrollable = true
s.canvas.Resize(render.Rect{
W: int32(d.width),
H: int32(d.height),
})
s.scripting = scripting.NewSupervisor()
s.canvas.SetScriptSupervisor(s.scripting)
// Title screen level to load.
if lvl, err := level.LoadFile("example1.level"); err == nil {
s.canvas.LoadLevel(d.Engine, lvl)
s.canvas.InstallActors(lvl.Actors)
// Load all actor scripts.
if err := s.scripting.InstallScripts(lvl); err != nil {
log.Error("Error with title screen level scripts: %s", err)
}
// Run all actors scripts main function to start them off.
if err := s.canvas.InstallScripts(); err != nil {
log.Error("Error running actor main() functions: %s", err)
}
} else {
log.Error("Error loading title-screen.level: %s", err)
}
return nil
}
// Loop the editor scene.
func (s *MainScene) Loop(d *Doodle, ev *events.State) error {
s.Supervisor.Loop(ev)
if err := s.scripting.Loop(); err != nil {
log.Error("MainScene.Loop: scripting.Loop: %s", err)
}
s.canvas.Loop(ev)
if resized := ev.Resized.Read(); resized {
w, h := d.Engine.WindowSize()
d.width = w
d.height = h
log.Info("Resized to %dx%d", d.width, d.height)
s.canvas.Resize(render.Rect{
W: int32(d.width),
H: int32(d.height),
})
}
return nil
}
// Draw the pixels on this frame.
func (s *MainScene) Draw(d *Doodle) error {
// Clear the canvas and fill it with white.
d.Engine.Clear(render.White)
s.canvas.Present(d.Engine, render.Origin)
// Draw a sheen over the level for clarity.
d.Engine.DrawBox(render.RGBA(255, 255, 254, 128), render.Rect{
X: 0,
Y: 0,
W: int32(d.width),
H: int32(d.height),
})
label := ui.NewLabel(ui.Label{
Text: branding.AppName,
Font: render.Text{
Size: 46,
Color: render.Pink,
Stroke: render.SkyBlue,
Shadow: render.Black,
},
})
label.Compute(d.Engine)
label.MoveTo(render.Point{
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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X: (int32(d.width) / 2) - (label.Size().W / 2),
Y: 120,
})
label.Present(d.Engine, label.Point())
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s.frame.Compute(d.Engine)
s.frame.MoveTo(render.Point{
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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X: (int32(d.width) / 2) - (s.frame.Size().W / 2),
Y: 260,
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})
s.frame.Present(d.Engine, s.frame.Point())
return nil
}
// Destroy the scene.
func (s *MainScene) Destroy() error {
return nil
}