doodle/play_scene.go

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package doodle
import (
"git.kirsle.net/apps/doodle/doodads"
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"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/level"
"git.kirsle.net/apps/doodle/render"
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)
// PlayScene manages the "Edit Level" game mode.
type PlayScene struct {
// Configuration attributes.
Filename string
Canvas render.Grid
// Private variables.
canvas render.Grid
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// Canvas size
width int32
height int32
// Player character
player doodads.Doodad
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}
// Name of the scene.
func (s *PlayScene) Name() string {
return "Play"
}
// Setup the play scene.
func (s *PlayScene) Setup(d *Doodle) error {
// Given a filename or map data to play?
if s.Canvas != nil {
log.Debug("PlayScene.Setup: loading map from given canvas")
s.canvas = s.Canvas
} else if s.Filename != "" {
log.Debug("PlayScene.Setup: loading map from file %s", s.Filename)
s.LoadLevel(s.Filename)
s.Filename = ""
}
s.player = doodads.NewPlayer()
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if s.canvas == nil {
log.Debug("PlayScene.Setup: no grid given, initializing empty grid")
s.canvas = render.Grid{}
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}
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s.width = d.width // TODO: canvas width = copy the window size
s.height = d.height
d.Flash("Entered Play Mode. Press 'E' to edit this map.")
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return nil
}
// Loop the editor scene.
func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
// Switching to Edit Mode?
if ev.KeyName.Read() == "e" {
log.Info("Edit Mode, Go!")
d.Goto(&EditorScene{
Canvas: s.canvas,
})
return nil
}
s.movePlayer(ev)
return nil
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}
// Draw the pixels on this frame.
func (s *PlayScene) Draw(d *Doodle) error {
// Clear the canvas and fill it with white.
d.Engine.Clear(render.White)
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s.canvas.Draw(d.Engine)
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// Draw our hero.
s.player.Draw(d.Engine)
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// Draw out bounding boxes.
d.DrawCollisionBox(s.player)
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return nil
}
// movePlayer updates the player's X,Y coordinate based on key pressed.
func (s *PlayScene) movePlayer(ev *events.State) {
delta := s.player.Position()
var playerSpeed int32 = 8
var gravity int32 = 2
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if ev.Down.Now {
delta.Y += playerSpeed
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}
if ev.Left.Now {
delta.X -= playerSpeed
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}
if ev.Right.Now {
delta.X += playerSpeed
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}
if ev.Up.Now {
delta.Y -= playerSpeed
}
// Apply gravity.
// var onFloor bool
info, ok := doodads.CollidesWithGrid(s.player, &s.canvas, delta)
if ok {
// Collision happened with world.
}
delta = info.MoveTo
// 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.
delta.Y += gravity
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}
s.player.MoveTo(delta)
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}
// LoadLevel loads a level from disk.
func (s *PlayScene) LoadLevel(filename string) error {
s.canvas = render.Grid{}
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m, err := level.LoadJSON(filename)
if err != nil {
return err
}
for _, point := range m.Pixels {
pixel := level.Pixel{
X: point.X,
Y: point.Y,
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}
s.canvas[pixel] = nil
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}
return nil
}
// Destroy the scene.
func (s *PlayScene) Destroy() error {
return nil
}