2021-10-05 02:51:31 +00:00
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package doodle
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import (
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"time"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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)
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/*
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Touchscreen Control functionality used in the Play Scene.
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*/
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// LoopTouchable is called as part of PlayScene.Loop while the simulation is running.
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//
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// It looks for touch events on proportional regions of the window and emulates key
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// input bindings to move the character, jump, etc.
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//
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// TODO: this function manipulates the event.State to set Up, Down, Left, Right and
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// Space keys and may need love for reconfigurable keybinds later.
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func (s *PlayScene) LoopTouchable(ev *event.State) {
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var (
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middle = s.touchGetMiddleBox()
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cursor = render.NewPoint(ev.CursorX, ev.CursorY)
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)
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// Detect if the player is idle.
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// Idle means that they are not holding any directional or otherwise input key.
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// Keyboard inputs and touch events from this function will set these keys.
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// See if it stays unset long enough to consider idle.
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2021-10-08 01:49:09 +00:00
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var isGrounded = (s.Player.HasGravity() && s.Player.Grounded()) || !s.Player.HasGravity()
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if !ev.Up && !ev.Down && !ev.Right && !ev.Left && !ev.Space && isGrounded {
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2021-10-05 02:51:31 +00:00
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if s.idleLastStart.IsZero() {
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s.idleLastStart = time.Now()
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} else if time.Since(s.idleLastStart) > balance.PlayModeIdleTimeout {
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if !s.playerIsIdle {
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log.Debug("LoopTouchable: No keys pressed in a while, idle UI start")
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}
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s.playerIsIdle = true
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// Fade in the hint UI by stepping up the alpha value.
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if s.idleHelpAlpha < balance.PlayModeAlphaMax {
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s.idleHelpAlpha += balance.PlayModeAlphaStep
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}
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// cap it from overflow
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if s.idleHelpAlpha > balance.PlayModeAlphaMax {
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s.idleHelpAlpha = balance.PlayModeAlphaMax
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}
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}
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} else {
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s.idleLastStart = time.Time{}
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s.playerIsIdle = false
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s.idleHelpAlpha = 0
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}
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// Click (touch) event?
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if ev.Button1 {
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// Clicked left or right of middle = move left or right.
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// By default the middle box is a dead zone, but if player
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// is already moving laterally allow for quick precision.
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if ev.Left || ev.Right {
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if cursor.X < s.d.width/2 {
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ev.Left = true
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ev.Right = false
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} else if cursor.X > s.d.width/2 {
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ev.Right = true
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ev.Left = false
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}
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} else {
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if cursor.X < middle.X {
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ev.Left = true
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ev.Right = false
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} else if cursor.X > middle.X+middle.W {
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ev.Left = false
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ev.Right = true
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}
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}
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// Clicked above middle = jump.
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ev.Up = cursor.Y < middle.Y
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// Clicked below middle = down (antigravity)
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ev.Down = cursor.Y > middle.Y+middle.H
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// Clicked on the middle box = Use.
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if cursor.X >= middle.X && cursor.X <= middle.X+middle.W &&
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cursor.Y >= middle.Y && cursor.Y <= middle.Y+middle.H {
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ev.Space = true
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// Also cancel any lateral movement.
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ev.Left = false
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ev.Right = false
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}
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s.isTouching = true
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} else {
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if s.isTouching {
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ev.Left = false
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ev.Right = false
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ev.Up = false
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ev.Down = false
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ev.Space = false
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s.isTouching = false
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}
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}
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}
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// DrawTouchable draws any UI elements if needed for the touch UI.
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func (s *PlayScene) DrawTouchable() {
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var (
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middle = s.touchGetMiddleBox()
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background = render.RGBA(200, 200, 200, uint8(s.idleHelpAlpha))
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font = balance.TouchHintsFont
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)
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font.Color.Alpha = uint8(s.idleHelpAlpha)
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font.Shadow.Alpha = uint8(s.idleHelpAlpha)
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// If the player is idle for a while, start showing them a hint UI about
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// the touch screen controls.
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if s.playerIsIdle {
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// Draw the "Use" button over the middle box.
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useBtn := ui.NewLabel(ui.Label{
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Text: "Touch here\nto 'use'\nobjects",
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Font: font,
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})
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useBtn.SetBackground(background)
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useBtn.Resize(middle)
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useBtn.Compute(s.d.Engine)
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useBtn.Present(s.d.Engine, middle.Point())
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// Move Left and Move Right hints.
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moveLeft := ui.NewLabel(ui.Label{
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Text: "Touch here to\nmove left",
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Font: font,
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})
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moveLeft.SetBackground(background)
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moveLeft.Compute(s.d.Engine)
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moveLeft.Present(s.d.Engine, render.Point{
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X: (middle.X / 2) - (moveLeft.Size().W / 2),
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Y: (s.d.height / 2) - (moveLeft.Size().H / 2),
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})
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// Move Left and Move Right hints.
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moveRight := ui.NewLabel(ui.Label{
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Text: "Touch here to\nmove right",
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Font: font,
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})
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moveRight.SetBackground(background)
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moveRight.Compute(s.d.Engine)
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moveRight.Present(s.d.Engine, render.Point{
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X: (middle.X+middle.W+s.d.width)/2 - (moveRight.Size().W / 2),
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Y: (s.d.height / 2) - (moveRight.Size().H / 2),
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})
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// Jump hints.
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moveUp := ui.NewLabel(ui.Label{
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Text: "Touch anywhere above the middle of\nthe screen to jump up in the air",
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Font: font,
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})
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moveUp.SetBackground(background)
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moveUp.Compute(s.d.Engine)
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moveUp.Present(s.d.Engine, render.Point{
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X: (s.d.width / 2) - (moveUp.Size().W / 2),
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Y: (middle.Y / 2) - (moveUp.Size().H / 2),
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})
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// Keybind hints.
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keyHints := ui.NewLabel(ui.Label{
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Text: "Keyboard controls:\n" +
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"WASD or arrow keys for movement\n" +
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"Space key to 'use' objects.",
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Font: font,
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})
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keyHints.SetBackground(background)
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keyHints.Compute(s.d.Engine)
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keyHints.Present(s.d.Engine, render.Point{
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X: (s.d.width / 2) - (keyHints.Size().W / 2),
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Y: (middle.Y+middle.H+s.d.height)/2 - (keyHints.Size().H / 2),
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})
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}
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}
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// Get the middle box of the screen and return it.
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// X,Y are screen positions and W,H is the box size.
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func (s *PlayScene) touchGetMiddleBox() render.Rect {
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// Carve up the screen segments.
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var (
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// The application window dimensions.
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width = s.d.width
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height = s.d.height
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// The middle box.
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middleMinSize = 96 // minimum dimensions
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middle = render.Rect{
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X: (width / 2) - (middleMinSize / 2),
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Y: (height / 2) - (middleMinSize / 2),
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W: middleMinSize,
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H: middleMinSize,
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}
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)
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return middle
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}
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