2019-06-25 21:57:11 +00:00
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package doodle
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import (
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2019-06-25 22:23:01 +00:00
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"fmt"
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2019-06-25 21:57:11 +00:00
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/lib/ui"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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2019-06-26 00:43:23 +00:00
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"git.kirsle.net/apps/doodle/pkg/uix"
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2019-06-25 22:23:01 +00:00
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"git.kirsle.net/apps/doodle/pkg/userdir"
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2019-06-25 21:57:11 +00:00
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)
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/*
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MenuScene holds the main dialog menu UIs for:
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* New Level
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* Open Level
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* Settings
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*/
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type MenuScene struct {
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// Configuration.
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StartupMenu string
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Supervisor *ui.Supervisor
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// Private widgets.
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window *ui.Window
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2019-06-26 00:43:23 +00:00
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// Background wallpaper canvas.
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canvas *uix.Canvas
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2019-06-25 21:57:11 +00:00
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// Values for the New menu
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newPageType string
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newWallpaper string
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Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
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// Values for the Load/Play menu.
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loadForPlay bool // false = load for edit
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2019-06-25 21:57:11 +00:00
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}
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// Name of the scene.
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func (s *MenuScene) Name() string {
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return "Menu"
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}
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// GotoNewMenu loads the MenuScene and shows the "New" window.
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func (d *Doodle) GotoNewMenu() {
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log.Info("Loading the MenuScene to the New window")
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scene := &MenuScene{
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StartupMenu: "new",
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}
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d.Goto(scene)
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}
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// GotoLoadMenu loads the MenuScene and shows the "Load" window.
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func (d *Doodle) GotoLoadMenu() {
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Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
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log.Info("Loading the MenuScene to the Load window for Edit Mode")
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scene := &MenuScene{
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StartupMenu: "load",
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}
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d.Goto(scene)
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}
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// GotoPlayMenu loads the MenuScene and shows the "Load" window for playing a
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// level, not editing it.
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func (d *Doodle) GotoPlayMenu() {
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log.Info("Loading the MenuScene to the Load window for Play Mode")
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2019-06-25 21:57:11 +00:00
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scene := &MenuScene{
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StartupMenu: "load",
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Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
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loadForPlay: true,
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2019-06-25 21:57:11 +00:00
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}
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d.Goto(scene)
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}
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// Setup the scene.
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func (s *MenuScene) Setup(d *Doodle) error {
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s.Supervisor = ui.NewSupervisor()
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2019-06-26 00:43:23 +00:00
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// Set up the background wallpaper canvas.
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s.canvas = uix.NewCanvas(100, false)
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s.canvas.Resize(render.Rect{
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W: int32(d.width),
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H: int32(d.height),
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})
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s.canvas.LoadLevel(d.Engine, &level.Level{
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Chunker: level.NewChunker(100),
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Palette: level.NewPalette(),
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PageType: level.Bounded,
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Wallpaper: "notebook.png",
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})
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2019-06-25 21:57:11 +00:00
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switch s.StartupMenu {
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case "new":
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if err := s.setupNewWindow(d); err != nil {
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return err
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}
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case "load":
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if err := s.setupLoadWindow(d); err != nil {
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return err
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}
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default:
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d.Flash("No Valid StartupMenu Given to MenuScene")
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}
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return nil
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}
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2019-06-26 00:43:23 +00:00
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// configureCanvas updates the settings of the background canvas, so a live
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// preview of the wallpaper and wrapping type can be shown.
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func (s *MenuScene) configureCanvas(e render.Engine, pageType level.PageType, wallpaper string) {
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s.canvas.LoadLevel(e, &level.Level{
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Chunker: level.NewChunker(100),
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Palette: level.NewPalette(),
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PageType: pageType,
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Wallpaper: wallpaper,
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})
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}
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2019-06-25 21:57:11 +00:00
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// setupNewWindow sets up the UI for the "New" window.
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func (s *MenuScene) setupNewWindow(d *Doodle) error {
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// Default scene options.
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s.newPageType = level.Bounded.String()
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s.newWallpaper = "notebook.png"
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window := ui.NewWindow("New Drawing")
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window.Configure(ui.Config{
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2019-06-26 00:43:23 +00:00
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Width: int32(float64(d.width) * 0.75),
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Height: int32(float64(d.height) * 0.75),
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2019-06-25 21:57:11 +00:00
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Background: render.Grey,
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})
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window.Compute(d.Engine)
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{
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frame := ui.NewFrame("New Level Frame")
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window.Pack(frame, ui.Pack{
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Anchor: ui.N,
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Fill: true,
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Expand: true,
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})
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/******************
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* Frame for selecting Page Type
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******************/
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label1 := ui.NewLabel(ui.Label{
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Text: "Page Type",
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Font: balance.LabelFont,
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})
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frame.Pack(label1, ui.Pack{
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Anchor: ui.N,
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FillX: true,
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})
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typeFrame := ui.NewFrame("Page Type Options Frame")
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frame.Pack(typeFrame, ui.Pack{
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Anchor: ui.N,
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FillX: true,
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})
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2019-06-26 00:43:23 +00:00
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type typeObj struct {
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2019-06-25 21:57:11 +00:00
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Name string
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Value level.PageType
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2019-06-26 00:43:23 +00:00
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}
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var types = []typeObj{
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2019-06-25 21:57:11 +00:00
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{"Unbounded", level.Unbounded},
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{"Bounded", level.Bounded},
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{"No Negative Space", level.NoNegativeSpace},
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2019-06-26 01:10:57 +00:00
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// {"Bordered (TODO)", level.Bordered},
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2019-06-25 21:57:11 +00:00
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}
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for _, t := range types {
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2019-06-26 01:10:57 +00:00
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// TODO: Hide some options for the free version of the game.
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// - At launch only Bounded and Bordered will be available
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// in the shareware version.
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// - For now, only hide Bordered as it's not yet implemented.
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// --------
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// if balance.FreeVersion {
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// if t.Value == level.Bordered {
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// continue
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// }
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// }
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2019-06-25 21:57:11 +00:00
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2019-06-26 00:43:23 +00:00
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func(t typeObj) {
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radio := ui.NewRadioButton(t.Name,
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&s.newPageType,
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t.Value.String(),
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ui.NewLabel(ui.Label{
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Text: t.Name,
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Font: balance.MenuFont,
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}),
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)
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radio.Handle(ui.Click, func(p render.Point) {
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s.configureCanvas(d.Engine, t.Value, s.newWallpaper)
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})
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s.Supervisor.Add(radio)
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typeFrame.Pack(radio, ui.Pack{
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Anchor: ui.W,
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PadX: 4,
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})
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}(t)
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2019-06-25 21:57:11 +00:00
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}
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/******************
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* Frame for selecting Level Wallpaper
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******************/
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label2 := ui.NewLabel(ui.Label{
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Text: "Wallpaper",
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Font: balance.LabelFont,
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})
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frame.Pack(label2, ui.Pack{
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Anchor: ui.N,
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FillX: true,
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})
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wpFrame := ui.NewFrame("Wallpaper Frame")
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frame.Pack(wpFrame, ui.Pack{
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Anchor: ui.N,
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FillX: true,
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})
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2019-06-26 00:43:23 +00:00
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type wallpaperObj struct {
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2019-06-25 21:57:11 +00:00
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Name string
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Value string
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2019-06-26 00:43:23 +00:00
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}
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var wallpapers = []wallpaperObj{
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2019-06-25 21:57:11 +00:00
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{"Notebook", "notebook.png"},
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{"Blueprint", "blueprint.png"},
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{"Legal Pad", "legal.png"},
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2019-06-26 01:10:57 +00:00
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{"Pure White", "white.png"},
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// {"Placemat", "placemat.png"},
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2019-06-25 21:57:11 +00:00
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}
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for _, t := range wallpapers {
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2019-06-26 00:43:23 +00:00
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func(t wallpaperObj) {
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radio := ui.NewRadioButton(t.Name, &s.newWallpaper, t.Value, ui.NewLabel(ui.Label{
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Text: t.Name,
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Font: balance.MenuFont,
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}))
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radio.Handle(ui.Click, func(p render.Point) {
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log.Info("Set wallpaper to %s", t.Value)
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if pageType, ok := level.PageTypeFromString(s.newPageType); ok {
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s.configureCanvas(d.Engine, pageType, t.Value)
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}
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})
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s.Supervisor.Add(radio)
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wpFrame.Pack(radio, ui.Pack{
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Anchor: ui.W,
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PadX: 4,
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})
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}(t)
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2019-06-25 21:57:11 +00:00
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}
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/******************
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* Confirm/cancel buttons.
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******************/
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bottomFrame := ui.NewFrame("Button Frame")
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// bottomFrame.Configure(ui.Config{
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// BorderSize: 1,
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// BorderStyle: ui.BorderSunken,
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// BorderColor: render.Black,
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// })
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// bottomFrame.SetBackground(render.Grey)
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frame.Pack(bottomFrame, ui.Pack{
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Anchor: ui.N,
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FillX: true,
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PadY: 8,
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})
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var buttons = []struct {
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Label string
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F func(render.Point)
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}{
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{"Continue", func(p render.Point) {
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d.Flash("Create new map with %s page type and %s wallpaper", s.newPageType, s.newWallpaper)
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pageType, ok := level.PageTypeFromString(s.newPageType)
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if !ok {
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d.Flash("Invalid Page Type '%s'", s.newPageType)
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return
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}
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lvl := level.New()
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lvl.Palette = level.DefaultPalette()
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lvl.Wallpaper = s.newWallpaper
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lvl.PageType = pageType
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2019-06-26 00:43:23 +00:00
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// Blueprint theme palette for the dark wallpaper color.
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if lvl.Wallpaper == "blueprint.png" {
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lvl.Palette = level.NewBlueprintPalette()
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}
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2019-06-25 21:57:11 +00:00
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d.Goto(&EditorScene{
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DrawingType: enum.LevelDrawing,
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Level: lvl,
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})
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}},
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{"Cancel", func(p render.Point) {
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d.Goto(&MainScene{})
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}},
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}
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for _, t := range buttons {
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btn := ui.NewButton(t.Label, ui.NewLabel(ui.Label{
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Text: t.Label,
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Font: balance.MenuFont,
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}))
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btn.Handle(ui.Click, t.F)
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s.Supervisor.Add(btn)
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bottomFrame.Pack(btn, ui.Pack{
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Anchor: ui.W,
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PadX: 4,
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PadY: 8,
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})
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}
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}
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s.window = window
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return nil
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}
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// setupLoadWindow sets up the UI for the "New" window.
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|
|
|
func (s *MenuScene) setupLoadWindow(d *Doodle) error {
|
2019-06-25 22:23:01 +00:00
|
|
|
window := ui.NewWindow("Open Drawing")
|
|
|
|
window.Configure(ui.Config{
|
2019-06-26 00:43:23 +00:00
|
|
|
Width: int32(float64(d.width) * 0.75),
|
|
|
|
Height: int32(float64(d.height) * 0.75),
|
2019-06-25 22:23:01 +00:00
|
|
|
Background: render.Grey,
|
|
|
|
})
|
|
|
|
window.Compute(d.Engine)
|
|
|
|
|
|
|
|
{
|
|
|
|
frame := ui.NewFrame("Open Drawing Frame")
|
|
|
|
window.Pack(frame, ui.Pack{
|
|
|
|
Anchor: ui.N,
|
|
|
|
Fill: true,
|
|
|
|
Expand: true,
|
|
|
|
})
|
|
|
|
|
|
|
|
/******************
|
|
|
|
* Frame for selecting User Levels
|
|
|
|
******************/
|
|
|
|
|
|
|
|
label1 := ui.NewLabel(ui.Label{
|
|
|
|
Text: "Levels",
|
|
|
|
Font: balance.LabelFont,
|
|
|
|
})
|
|
|
|
frame.Pack(label1, ui.Pack{
|
|
|
|
Anchor: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
})
|
|
|
|
|
2019-06-27 22:07:34 +00:00
|
|
|
// Get the user's levels.
|
2019-06-25 22:23:01 +00:00
|
|
|
levels, _ := userdir.ListLevels()
|
2019-06-27 22:07:34 +00:00
|
|
|
|
|
|
|
// Embedded levels, TODO
|
|
|
|
sysLevels, _ := level.ListSystemLevels()
|
|
|
|
levels = append(levels, sysLevels...)
|
|
|
|
|
2019-06-25 22:23:01 +00:00
|
|
|
lvlRow := ui.NewFrame("Level Row 0")
|
|
|
|
frame.Pack(lvlRow, ui.Pack{
|
|
|
|
Anchor: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
PadY: 1,
|
|
|
|
})
|
|
|
|
for i, lvl := range levels {
|
|
|
|
func(i int, lvl string) {
|
|
|
|
log.Info("Add file %s to row %s", lvl, lvlRow.Name)
|
|
|
|
btn := ui.NewButton("Level Btn", ui.NewLabel(ui.Label{
|
|
|
|
Text: lvl,
|
|
|
|
Font: balance.MenuFont,
|
|
|
|
}))
|
|
|
|
btn.Handle(ui.Click, func(p render.Point) {
|
Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
|
|
|
if s.loadForPlay {
|
|
|
|
d.PlayLevel(lvl)
|
|
|
|
} else {
|
|
|
|
d.EditFile(lvl)
|
|
|
|
}
|
2019-06-25 22:23:01 +00:00
|
|
|
})
|
|
|
|
s.Supervisor.Add(btn)
|
|
|
|
lvlRow.Pack(btn, ui.Pack{
|
|
|
|
Anchor: ui.W,
|
|
|
|
Expand: true,
|
|
|
|
Fill: true,
|
|
|
|
})
|
|
|
|
|
|
|
|
if i > 0 && (i+1)%4 == 0 {
|
|
|
|
log.Warn("i=%d wrapped at mod 4", i)
|
|
|
|
lvlRow = ui.NewFrame(fmt.Sprintf("Level Row %d", i))
|
|
|
|
frame.Pack(lvlRow, ui.Pack{
|
|
|
|
Anchor: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
PadY: 1,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
}(i, lvl)
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************
|
|
|
|
* Frame for selecting User Doodads
|
|
|
|
******************/
|
|
|
|
|
Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
|
|
|
// Doodads not shown if we're loading a map to play, nor are they
|
|
|
|
// available to the free version.
|
|
|
|
if !s.loadForPlay && !balance.FreeVersion {
|
2019-06-25 22:23:01 +00:00
|
|
|
label2 := ui.NewLabel(ui.Label{
|
|
|
|
Text: "Doodads",
|
|
|
|
Font: balance.LabelFont,
|
|
|
|
})
|
|
|
|
frame.Pack(label2, ui.Pack{
|
|
|
|
Anchor: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
})
|
|
|
|
|
|
|
|
files, _ := userdir.ListDoodads()
|
|
|
|
ddRow := ui.NewFrame("Doodad Row 0")
|
|
|
|
frame.Pack(ddRow, ui.Pack{
|
|
|
|
Anchor: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
PadY: 1,
|
|
|
|
})
|
|
|
|
for i, dd := range files {
|
|
|
|
func(i int, dd string) {
|
|
|
|
btn := ui.NewButton("Doodad Btn", ui.NewLabel(ui.Label{
|
|
|
|
Text: dd,
|
|
|
|
Font: balance.MenuFont,
|
|
|
|
}))
|
|
|
|
btn.Handle(ui.Click, func(p render.Point) {
|
|
|
|
d.EditFile(dd)
|
|
|
|
})
|
|
|
|
s.Supervisor.Add(btn)
|
|
|
|
ddRow.Pack(btn, ui.Pack{
|
|
|
|
Anchor: ui.W,
|
|
|
|
Expand: true,
|
|
|
|
Fill: true,
|
|
|
|
})
|
|
|
|
|
|
|
|
if i > 0 && (i+1)%4 == 0 {
|
|
|
|
ddRow = ui.NewFrame(fmt.Sprintf("Doodad Row %d", i))
|
|
|
|
frame.Pack(ddRow, ui.Pack{
|
|
|
|
Anchor: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
PadY: 1,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
}(i, dd)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************
|
|
|
|
* Confirm/cancel buttons.
|
|
|
|
******************/
|
|
|
|
|
|
|
|
bottomFrame := ui.NewFrame("Button Frame")
|
|
|
|
// bottomFrame.Configure(ui.Config{
|
|
|
|
// BorderSize: 1,
|
|
|
|
// BorderStyle: ui.BorderSunken,
|
|
|
|
// BorderColor: render.Black,
|
|
|
|
// })
|
|
|
|
// bottomFrame.SetBackground(render.Grey)
|
|
|
|
frame.Pack(bottomFrame, ui.Pack{
|
|
|
|
Anchor: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
PadY: 8,
|
|
|
|
})
|
|
|
|
|
|
|
|
var buttons = []struct {
|
|
|
|
Label string
|
|
|
|
F func(render.Point)
|
|
|
|
}{
|
|
|
|
{"Cancel", func(p render.Point) {
|
|
|
|
d.Goto(&MainScene{})
|
|
|
|
}},
|
|
|
|
}
|
|
|
|
for _, t := range buttons {
|
|
|
|
btn := ui.NewButton(t.Label, ui.NewLabel(ui.Label{
|
|
|
|
Text: t.Label,
|
|
|
|
Font: balance.MenuFont,
|
|
|
|
}))
|
|
|
|
btn.Handle(ui.Click, t.F)
|
|
|
|
s.Supervisor.Add(btn)
|
|
|
|
bottomFrame.Pack(btn, ui.Pack{
|
|
|
|
Anchor: ui.W,
|
|
|
|
PadX: 4,
|
|
|
|
PadY: 8,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
s.window = window
|
2019-06-25 21:57:11 +00:00
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// Loop the editor scene.
|
|
|
|
func (s *MenuScene) Loop(d *Doodle, ev *events.State) error {
|
|
|
|
s.Supervisor.Loop(ev)
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw the pixels on this frame.
|
|
|
|
func (s *MenuScene) Draw(d *Doodle) error {
|
|
|
|
// Clear the canvas and fill it with white.
|
|
|
|
d.Engine.Clear(render.White)
|
|
|
|
|
2019-06-26 00:43:23 +00:00
|
|
|
// Draw the background canvas.
|
|
|
|
s.canvas.Present(d.Engine, render.Origin)
|
|
|
|
|
2019-06-25 21:57:11 +00:00
|
|
|
s.window.Compute(d.Engine)
|
|
|
|
s.window.MoveTo(render.Point{
|
|
|
|
X: (int32(d.width) / 2) - (s.window.Size().W / 2),
|
|
|
|
Y: 60,
|
|
|
|
})
|
|
|
|
s.window.Present(d.Engine, s.window.Point())
|
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy the scene.
|
|
|
|
func (s *MenuScene) Destroy() error {
|
|
|
|
return nil
|
|
|
|
}
|