2018-06-21 02:00:46 +00:00
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package doodle
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import (
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2018-09-25 16:40:34 +00:00
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"fmt"
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2019-04-10 00:35:44 +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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2019-06-26 01:36:53 +00:00
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"git.kirsle.net/apps/doodle/lib/ui"
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2019-04-10 00:35:44 +00:00
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"git.kirsle.net/apps/doodle/pkg/balance"
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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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"git.kirsle.net/apps/doodle/pkg/collision"
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2019-05-02 01:30:30 +00:00
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"git.kirsle.net/apps/doodle/pkg/doodads"
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2019-04-10 00:35:44 +00:00
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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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2019-04-16 06:07:15 +00:00
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"git.kirsle.net/apps/doodle/pkg/scripting"
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2019-04-10 00:35:44 +00:00
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"git.kirsle.net/apps/doodle/pkg/uix"
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2018-06-21 02:00:46 +00:00
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)
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// PlayScene manages the "Edit Level" game mode.
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type PlayScene struct {
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2018-07-24 03:10:53 +00:00
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// Configuration attributes.
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Filename string
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2018-09-25 16:40:34 +00:00
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Level *level.Level
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2019-07-02 22:24:46 +00:00
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CanEdit bool // i.e. you came from the Editor Mode
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HasNext bool // has a next level to load next
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2018-07-24 03:10:53 +00:00
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// Private variables.
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2019-04-16 06:07:15 +00:00
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d *Doodle
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drawing *uix.Canvas
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scripting *scripting.Supervisor
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2019-07-02 22:24:46 +00:00
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running bool
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2018-06-21 02:00:46 +00:00
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2019-06-26 01:36:53 +00:00
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// UI widgets.
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supervisor *ui.Supervisor
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editButton *ui.Button
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2019-07-02 22:24:46 +00:00
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// The alert box shows up when the level goal is reached and includes
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// buttons what to do next.
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alertBox *ui.Window
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2019-07-07 03:31:50 +00:00
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alertBoxLabel *ui.Label
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2019-07-02 22:24:46 +00:00
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alertReplayButton *ui.Button // Replay level
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alertEditButton *ui.Button // Edit Level
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alertNextButton *ui.Button // Next Level
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alertExitButton *ui.Button // Exit to menu
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2019-04-10 01:28:08 +00:00
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// Custom debug labels.
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debPosition *string
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debViewport *string
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debScroll *string
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debWorldIndex *string
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2018-07-24 03:10:53 +00:00
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// Player character
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2019-07-05 22:02:22 +00:00
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Player *uix.Actor
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playerJumpCounter int // limit jump length
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2018-06-21 02:00:46 +00:00
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}
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// Name of the scene.
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func (s *PlayScene) Name() string {
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return "Play"
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}
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// Setup the play scene.
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func (s *PlayScene) Setup(d *Doodle) error {
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2018-10-28 05:22:13 +00:00
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s.d = d
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2019-04-16 06:07:15 +00:00
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s.scripting = scripting.NewSupervisor()
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2019-06-26 01:36:53 +00:00
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s.supervisor = ui.NewSupervisor()
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2019-04-10 01:28:08 +00:00
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2019-07-02 22:24:46 +00:00
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// Level Exit handler.
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s.SetupAlertbox()
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s.scripting.OnLevelExit(func() {
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d.Flash("Hurray!")
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// Pause the simulation.
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s.running = false
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// Toggle the relevant buttons on.
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if s.CanEdit {
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s.alertEditButton.Show()
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}
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if s.HasNext {
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s.alertNextButton.Show()
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}
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// Always-visible buttons.
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s.alertReplayButton.Show()
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s.alertExitButton.Show()
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// Show the alert box.
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s.alertBox.Show()
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})
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2019-04-10 01:28:08 +00:00
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// Initialize debug overlay values.
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s.debPosition = new(string)
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s.debViewport = new(string)
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s.debScroll = new(string)
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s.debWorldIndex = new(string)
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customDebugLabels = []debugLabel{
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{"Pixel:", s.debWorldIndex},
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{"Player:", s.debPosition},
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{"Viewport:", s.debViewport},
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{"Scroll:", s.debScroll},
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}
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2019-06-26 01:36:53 +00:00
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// Initialize the "Edit Map" button.
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s.editButton = ui.NewButton("Edit", ui.NewLabel(ui.Label{
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Text: "Edit (E)",
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Font: balance.PlayButtonFont,
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}))
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s.editButton.Handle(ui.Click, func(p render.Point) {
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s.EditLevel()
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})
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s.supervisor.Add(s.editButton)
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2019-04-10 01:28:08 +00:00
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// Initialize the drawing canvas.
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2018-09-26 17:04:46 +00:00
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s.drawing = uix.NewCanvas(balance.ChunkSize, false)
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2019-04-14 22:25:03 +00:00
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s.drawing.Name = "play-canvas"
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2018-09-25 16:40:34 +00:00
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s.drawing.MoveTo(render.Origin)
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2018-10-19 20:31:58 +00:00
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s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
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2018-09-25 16:40:34 +00:00
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s.drawing.Compute(d.Engine)
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2018-07-24 03:10:53 +00:00
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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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// Handler when an actor touches water or fire.
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s.drawing.OnLevelCollision = func(a *uix.Actor, col *collision.Collide) {
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if col.InFire {
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a.Canvas.MaskColor = render.Black
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2019-07-07 03:31:50 +00:00
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s.DieByFire()
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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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} else if col.InWater {
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a.Canvas.MaskColor = render.DarkBlue
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} else {
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a.Canvas.MaskColor = render.Invisible
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}
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}
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2018-09-25 16:40:34 +00:00
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// Given a filename or map data to play?
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if s.Level != nil {
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log.Debug("PlayScene.Setup: received level from scene caller")
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2018-10-28 05:22:13 +00:00
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s.drawing.LoadLevel(d.Engine, s.Level)
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2019-04-10 02:17:56 +00:00
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s.drawing.InstallActors(s.Level.Actors)
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2018-07-24 03:10:53 +00:00
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} else if s.Filename != "" {
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log.Debug("PlayScene.Setup: loading map from file %s", s.Filename)
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2019-04-16 06:07:15 +00:00
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// NOTE: s.LoadLevel also calls s.drawing.InstallActors
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2018-07-24 03:10:53 +00:00
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s.LoadLevel(s.Filename)
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}
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2018-09-25 16:40:34 +00:00
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if s.Level == nil {
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2018-07-24 03:10:53 +00:00
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log.Debug("PlayScene.Setup: no grid given, initializing empty grid")
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2018-09-25 16:40:34 +00:00
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s.Level = level.New()
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2018-10-28 05:22:13 +00:00
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s.drawing.LoadLevel(d.Engine, s.Level)
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2019-04-10 02:17:56 +00:00
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s.drawing.InstallActors(s.Level.Actors)
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2018-06-21 02:00:46 +00:00
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}
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2018-07-24 03:10:53 +00:00
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2019-04-16 06:07:15 +00:00
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// Load all actor scripts.
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s.drawing.SetScriptSupervisor(s.scripting)
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if err := s.scripting.InstallScripts(s.Level); err != nil {
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log.Error("PlayScene.Setup: failed to InstallScripts: %s", err)
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}
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2019-05-02 01:30:30 +00:00
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// Load in the player character.
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2019-06-27 22:07:34 +00:00
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player, err := doodads.LoadFile("azu-blu.doodad")
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2019-05-02 01:30:30 +00:00
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if err != nil {
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log.Error("PlayScene.Setup: failed to load player doodad: %s", err)
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player = doodads.NewDummy(32)
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2019-04-16 06:07:15 +00:00
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}
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2019-05-02 01:30:30 +00:00
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s.Player = uix.NewActor("PLAYER", &level.Actor{}, player)
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2019-04-10 02:17:56 +00:00
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s.Player.MoveTo(render.NewPoint(128, 128))
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s.drawing.AddActor(s.Player)
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s.drawing.FollowActor = s.Player.ID()
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2019-05-02 01:30:30 +00:00
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// Set up the player character's script in the VM.
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if err := s.scripting.AddLevelScript(s.Player.ID()); err != nil {
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log.Error("PlayScene.Setup: scripting.InstallActor(player) failed: %s", err)
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}
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// Run all the actor scripts' main() functions.
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if err := s.drawing.InstallScripts(); err != nil {
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log.Error("PlayScene.Setup: failed to drawing.InstallScripts: %s", err)
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}
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2019-07-07 06:50:38 +00:00
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if s.CanEdit {
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d.Flash("Entered Play Mode. Press 'E' to edit this map.")
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} else {
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d.Flash("%s", s.Level.Title)
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}
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2019-07-02 22:24:46 +00:00
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s.running = true
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2018-07-24 03:10:53 +00:00
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2018-06-21 02:00:46 +00:00
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return nil
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}
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2019-07-02 22:24:46 +00:00
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// SetupAlertbox configures the alert box UI.
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func (s *PlayScene) SetupAlertbox() {
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window := ui.NewWindow("Level Completed")
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window.Configure(ui.Config{
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Width: 320,
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Height: 160,
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Background: render.Grey,
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})
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window.Compute(s.d.Engine)
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{
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frame := ui.NewFrame("Open Drawing 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 User Levels
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******************/
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2019-07-07 03:31:50 +00:00
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s.alertBoxLabel = ui.NewLabel(ui.Label{
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2019-07-02 22:24:46 +00:00
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Text: "Congratulations on clearing the level!",
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Font: balance.LabelFont,
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})
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2019-07-07 03:31:50 +00:00
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frame.Pack(s.alertBoxLabel, ui.Pack{
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2019-07-02 22:24:46 +00:00
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Anchor: ui.N,
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FillX: true,
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PadY: 16,
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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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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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// Button factory for the various options.
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makeButton := func(text string, handler func()) *ui.Button {
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btn := ui.NewButton(text, ui.NewLabel(ui.Label{
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Font: balance.LabelFont,
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Text: text,
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}))
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btn.Handle(ui.Click, func(p render.Point) {
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handler()
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})
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bottomFrame.Pack(btn, ui.Pack{
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Anchor: ui.W,
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PadX: 2,
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})
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s.supervisor.Add(btn)
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btn.Hide() // all buttons hidden by default
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return btn
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}
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s.alertReplayButton = makeButton("Play Again", func() {
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s.RestartLevel()
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})
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s.alertEditButton = makeButton("Edit Level", func() {
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s.EditLevel()
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})
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s.alertNextButton = makeButton("Next Level", func() {
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s.d.Flash("Not Implemented")
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})
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s.alertExitButton = makeButton("Exit to Menu", func() {
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s.d.Goto(&MainScene{})
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})
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}
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s.alertBox = window
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s.alertBox.Hide()
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}
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2019-06-26 01:36:53 +00:00
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// EditLevel toggles out of Play Mode to edit the level.
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func (s *PlayScene) EditLevel() {
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log.Info("Edit Mode, Go!")
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s.d.Goto(&EditorScene{
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Filename: s.Filename,
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Level: s.Level,
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})
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}
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2019-07-02 22:24:46 +00:00
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// RestartLevel starts the level over again.
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func (s *PlayScene) RestartLevel() {
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log.Info("Restart Level")
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s.d.Goto(&PlayScene{
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Filename: s.Filename,
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Level: s.Level,
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CanEdit: s.CanEdit,
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})
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}
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2019-07-07 03:31:50 +00:00
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// DieByFire ends the level by fire.
|
|
|
|
func (s *PlayScene) DieByFire() {
|
|
|
|
log.Info("Watch out for fire!")
|
|
|
|
s.alertBox.Title = "You've died!"
|
|
|
|
s.alertBoxLabel.Text = "Watch out for fire!"
|
|
|
|
|
|
|
|
s.alertReplayButton.Show()
|
|
|
|
if s.CanEdit {
|
|
|
|
s.alertEditButton.Show()
|
|
|
|
}
|
|
|
|
s.alertExitButton.Show()
|
|
|
|
|
|
|
|
s.alertBox.Show()
|
|
|
|
|
|
|
|
// Stop the simulation.
|
|
|
|
s.running = false
|
|
|
|
}
|
|
|
|
|
2018-06-21 02:00:46 +00:00
|
|
|
// Loop the editor scene.
|
2018-07-22 00:12:22 +00:00
|
|
|
func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
|
2019-04-10 01:28:08 +00:00
|
|
|
// Update debug overlay values.
|
|
|
|
*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)).String()
|
2019-04-14 22:25:03 +00:00
|
|
|
*s.debPosition = s.Player.Position().String() + " vel " + s.Player.Velocity().String()
|
2019-04-10 01:28:08 +00:00
|
|
|
*s.debViewport = s.drawing.Viewport().String()
|
|
|
|
*s.debScroll = s.drawing.Scroll.String()
|
|
|
|
|
2019-06-26 01:36:53 +00:00
|
|
|
s.supervisor.Loop(ev)
|
|
|
|
|
2019-04-10 01:28:08 +00:00
|
|
|
// Has the window been resized?
|
2019-06-25 21:57:11 +00:00
|
|
|
if resized := ev.Resized.Now; resized {
|
2019-04-10 01:28:08 +00:00
|
|
|
w, h := d.Engine.WindowSize()
|
|
|
|
if w != d.width || h != d.height {
|
|
|
|
d.width = w
|
|
|
|
d.height = h
|
|
|
|
s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-07-24 03:10:53 +00:00
|
|
|
// Switching to Edit Mode?
|
2019-07-03 23:22:30 +00:00
|
|
|
if s.CanEdit && ev.KeyName.Read() == "e" {
|
2019-06-26 01:36:53 +00:00
|
|
|
s.EditLevel()
|
2018-07-24 03:10:53 +00:00
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
2019-07-02 22:24:46 +00:00
|
|
|
// Is the simulation still running?
|
|
|
|
if s.running {
|
|
|
|
// Loop the script supervisor so timeouts/intervals can fire in scripts.
|
|
|
|
if err := s.scripting.Loop(); err != nil {
|
|
|
|
log.Error("PlayScene.Loop: scripting.Loop: %s", err)
|
|
|
|
}
|
2019-04-19 01:15:05 +00:00
|
|
|
|
2019-07-02 22:24:46 +00:00
|
|
|
s.movePlayer(ev)
|
|
|
|
if err := s.drawing.Loop(ev); err != nil {
|
|
|
|
log.Error("Drawing loop error: %s", err.Error())
|
|
|
|
}
|
2019-04-10 02:17:56 +00:00
|
|
|
}
|
|
|
|
|
2018-07-22 03:43:01 +00:00
|
|
|
return nil
|
2018-06-21 02:00:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Draw the pixels on this frame.
|
|
|
|
func (s *PlayScene) Draw(d *Doodle) error {
|
|
|
|
// Clear the canvas and fill it with white.
|
2018-07-22 00:12:22 +00:00
|
|
|
d.Engine.Clear(render.White)
|
2018-06-21 02:00:46 +00:00
|
|
|
|
2018-09-25 16:40:34 +00:00
|
|
|
// Draw the level.
|
|
|
|
s.drawing.Present(d.Engine, s.drawing.Point())
|
2018-06-21 02:00:46 +00:00
|
|
|
|
2018-07-25 03:57:22 +00:00
|
|
|
// Draw out bounding boxes.
|
2018-07-26 02:38:54 +00:00
|
|
|
d.DrawCollisionBox(s.Player)
|
2018-07-25 03:57:22 +00:00
|
|
|
|
2019-06-26 01:36:53 +00:00
|
|
|
// Draw the Edit button.
|
|
|
|
var (
|
|
|
|
canSize = s.drawing.Size()
|
|
|
|
size = s.editButton.Size()
|
|
|
|
padding int32 = 8
|
|
|
|
)
|
|
|
|
s.editButton.Present(d.Engine, render.Point{
|
|
|
|
X: canSize.W - size.W - padding,
|
|
|
|
Y: canSize.H - size.H - padding,
|
|
|
|
})
|
|
|
|
|
2019-07-02 22:24:46 +00:00
|
|
|
// Draw the alert box window.
|
|
|
|
if !s.alertBox.Hidden() {
|
|
|
|
s.alertBox.Compute(d.Engine)
|
|
|
|
s.alertBox.MoveTo(render.Point{
|
|
|
|
X: int32(d.width/2) - (s.alertBox.Size().W / 2),
|
|
|
|
Y: int32(d.height/2) - (s.alertBox.Size().H / 2),
|
|
|
|
})
|
|
|
|
s.alertBox.Present(d.Engine, s.alertBox.Point())
|
|
|
|
}
|
|
|
|
|
2018-06-21 02:00:46 +00:00
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
2018-07-22 00:12:22 +00:00
|
|
|
// movePlayer updates the player's X,Y coordinate based on key pressed.
|
|
|
|
func (s *PlayScene) movePlayer(ev *events.State) {
|
2019-04-10 02:17:56 +00:00
|
|
|
var playerSpeed = int32(balance.PlayerMaxVelocity)
|
2019-05-06 02:04:02 +00:00
|
|
|
// var gravity = int32(balance.Gravity)
|
2019-04-10 02:17:56 +00:00
|
|
|
|
|
|
|
var velocity render.Point
|
2018-07-24 03:10:53 +00:00
|
|
|
|
2018-06-21 02:00:46 +00:00
|
|
|
if ev.Left.Now {
|
2019-04-10 02:17:56 +00:00
|
|
|
velocity.X = -playerSpeed
|
2018-06-21 02:00:46 +00:00
|
|
|
}
|
|
|
|
if ev.Right.Now {
|
2019-04-10 02:17:56 +00:00
|
|
|
velocity.X = playerSpeed
|
2018-06-21 02:00:46 +00:00
|
|
|
}
|
2019-07-05 22:02:22 +00:00
|
|
|
if ev.Up.Now && (s.Player.Grounded() || s.playerJumpCounter >= 0) {
|
2019-04-10 02:17:56 +00:00
|
|
|
velocity.Y = -playerSpeed
|
2019-07-05 22:02:22 +00:00
|
|
|
|
|
|
|
if s.Player.Grounded() {
|
|
|
|
s.playerJumpCounter = 20
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if !s.Player.Grounded() {
|
|
|
|
s.playerJumpCounter--
|
2018-07-24 03:10:53 +00:00
|
|
|
}
|
|
|
|
|
2019-05-06 02:04:02 +00:00
|
|
|
// // Apply gravity if not grounded.
|
|
|
|
// if !s.Player.Grounded() {
|
|
|
|
// // Gravity has to pipe through the collision checker, too, so it
|
|
|
|
// // can't give us a cheated downward boost.
|
|
|
|
// velocity.Y += gravity
|
|
|
|
// }
|
2018-07-24 03:10:53 +00:00
|
|
|
|
2019-04-14 22:25:03 +00:00
|
|
|
s.Player.SetVelocity(velocity)
|
2019-05-05 21:03:20 +00:00
|
|
|
|
|
|
|
// TODO: invoke the player OnKeypress for animation testing
|
|
|
|
// if velocity != render.Origin {
|
|
|
|
s.scripting.To(s.Player.ID()).Events.RunKeypress(ev)
|
|
|
|
// }
|
2019-04-14 22:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Drawing returns the private world drawing, for debugging with the console.
|
|
|
|
func (s *PlayScene) Drawing() *uix.Canvas {
|
|
|
|
return s.drawing
|
2018-06-21 02:00:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// LoadLevel loads a level from disk.
|
2018-07-21 22:11:00 +00:00
|
|
|
func (s *PlayScene) LoadLevel(filename string) error {
|
2018-09-25 16:40:34 +00:00
|
|
|
s.Filename = filename
|
2018-06-21 02:00:46 +00:00
|
|
|
|
2019-07-02 22:24:46 +00:00
|
|
|
level, err := level.LoadFile(filename)
|
2018-09-25 16:40:34 +00:00
|
|
|
if err != nil {
|
|
|
|
return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err)
|
|
|
|
}
|
2018-06-21 02:00:46 +00:00
|
|
|
|
2018-09-25 16:40:34 +00:00
|
|
|
s.Level = level
|
2018-10-28 05:22:13 +00:00
|
|
|
s.drawing.LoadLevel(s.d.Engine, s.Level)
|
2019-07-02 22:24:46 +00:00
|
|
|
s.drawing.InstallActors(s.Level.Actors)
|
2018-06-21 02:00:46 +00:00
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|
2018-07-24 03:10:53 +00:00
|
|
|
|
|
|
|
// Destroy the scene.
|
|
|
|
func (s *PlayScene) Destroy() error {
|
|
|
|
return nil
|
|
|
|
}
|