2018-07-26 02:38:54 +00:00
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package doodle
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import (
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2020-01-02 01:50:15 +00:00
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"fmt"
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2022-01-03 06:36:32 +00:00
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"math/rand"
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2020-01-02 01:50:15 +00:00
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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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2019-06-24 00:52:48 +00:00
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"git.kirsle.net/apps/doodle/pkg/branding"
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2019-06-25 21:57:11 +00:00
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"git.kirsle.net/apps/doodle/pkg/level"
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2021-12-27 04:48:29 +00:00
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"git.kirsle.net/apps/doodle/pkg/levelpack"
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2021-06-17 04:55:45 +00:00
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"git.kirsle.net/apps/doodle/pkg/license"
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2019-06-25 21:57:11 +00:00
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"git.kirsle.net/apps/doodle/pkg/log"
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2021-10-10 03:45:38 +00:00
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"git.kirsle.net/apps/doodle/pkg/modal/loadscreen"
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2020-01-02 01:50:15 +00:00
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"git.kirsle.net/apps/doodle/pkg/native"
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2019-06-28 05:54:46 +00:00
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"git.kirsle.net/apps/doodle/pkg/scripting"
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2021-04-01 02:16:33 +00:00
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"git.kirsle.net/apps/doodle/pkg/shmem"
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2019-06-25 21:57:11 +00:00
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"git.kirsle.net/apps/doodle/pkg/uix"
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2020-01-02 01:50:15 +00:00
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"git.kirsle.net/apps/doodle/pkg/updater"
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2021-06-17 04:55:45 +00:00
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"git.kirsle.net/apps/doodle/pkg/windows"
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2019-12-28 03:16:34 +00:00
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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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2021-09-11 23:52:22 +00:00
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"git.kirsle.net/go/ui/style"
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2018-07-26 02:38:54 +00:00
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)
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// MainScene implements the main menu of Doodle.
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type MainScene struct {
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2022-01-03 06:36:32 +00:00
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Supervisor *ui.Supervisor
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LevelFilename string // custom level filename to load in background
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2019-06-25 21:57:11 +00:00
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// Background wallpaper canvas.
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2019-06-28 05:54:46 +00:00
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scripting *scripting.Supervisor
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canvas *uix.Canvas
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2020-01-02 01:50:15 +00:00
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// UI components.
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2021-07-12 04:54:28 +00:00
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labelTitle *ui.Label
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labelSubtitle *ui.Label
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labelVersion *ui.Label
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labelHint *ui.Label
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frame *ui.Frame // Main button frame
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winRegister *ui.Window
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winSettings *ui.Window
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2021-12-24 05:11:45 +00:00
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winLevelPacks *ui.Window
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2020-01-02 01:50:15 +00:00
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// Update check variables.
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updateButton *ui.Button
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updateInfo updater.VersionInfo
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2021-06-09 04:12:30 +00:00
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// Lazy scroll variables. See LoopLazyScroll().
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lazyScrollBounce bool
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lazyScrollTrajectory render.Point
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lazyScrollLastValue render.Point
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2021-12-24 05:11:45 +00:00
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// Landscape mode: if the screen isn't tall enough to see the main
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// menu we redo the layout to be landscape friendly. NOTE: this only
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// happens one time, and does not re-adapt when the window is made
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// tall enough again.
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landscapeMode bool
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2018-07-26 02:38:54 +00:00
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}
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// Name of the scene.
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func (s *MainScene) Name() string {
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return "Main"
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}
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// Setup the scene.
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func (s *MainScene) Setup(d *Doodle) error {
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2018-07-26 03:25:02 +00:00
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s.Supervisor = ui.NewSupervisor()
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2019-06-28 05:54:46 +00:00
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if err := s.SetupDemoLevel(d); err != nil {
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return err
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}
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2019-06-25 21:57:11 +00:00
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2020-01-02 01:50:15 +00:00
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// Main title label
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s.labelTitle = ui.NewLabel(ui.Label{
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Text: branding.AppName,
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2020-04-22 06:50:45 +00:00
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Font: balance.TitleScreenFont,
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2020-01-02 01:50:15 +00:00
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})
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s.labelTitle.Compute(d.Engine)
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2021-07-12 04:54:28 +00:00
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// Subtitle/byline.
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s.labelSubtitle = ui.NewLabel(ui.Label{
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Text: branding.Byline,
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Font: balance.TitleScreenSubtitleFont,
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})
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s.labelSubtitle.Compute(d.Engine)
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2020-01-02 01:50:15 +00:00
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// Version label.
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var shareware string
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2021-06-17 04:55:45 +00:00
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if !license.IsRegistered() {
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2020-01-02 01:50:15 +00:00
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shareware = " (shareware)"
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}
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ver := ui.NewLabel(ui.Label{
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Text: fmt.Sprintf("v%s%s", branding.Version, shareware),
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2021-07-12 04:54:28 +00:00
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Font: balance.TitleScreenVersionFont,
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2020-01-02 01:50:15 +00:00
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})
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ver.Compute(d.Engine)
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s.labelVersion = ver
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2021-04-01 02:16:33 +00:00
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// Arrow Keys hint label (scroll the demo level).
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s.labelHint = ui.NewLabel(ui.Label{
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Text: "Hint: press the Arrow keys",
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Font: render.Text{
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Size: 16,
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Color: render.Grey,
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Shadow: render.Purple,
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},
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})
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s.labelHint.Compute(d.Engine)
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2020-01-02 01:50:15 +00:00
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// "Update Available" button.
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s.updateButton = ui.NewButton("Update Button", ui.NewLabel(ui.Label{
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Text: "An update is available!",
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Font: render.Text{
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FontFilename: "DejaVuSans-Bold.ttf",
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Size: 16,
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Color: render.Blue,
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Padding: 4,
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},
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}))
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2020-04-07 06:21:17 +00:00
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s.updateButton.Handle(ui.Click, func(ed ui.EventData) error {
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2020-01-02 01:50:15 +00:00
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native.OpenURL(s.updateInfo.DownloadURL)
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2020-04-07 06:21:17 +00:00
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return nil
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2020-01-02 01:50:15 +00:00
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})
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s.updateButton.Compute(d.Engine)
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s.updateButton.Hide()
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s.Supervisor.Add(s.updateButton)
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2019-06-25 21:57:11 +00:00
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// Main UI button frame.
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2018-08-02 01:52:52 +00:00
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frame := ui.NewFrame("frame")
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2018-08-01 00:18:13 +00:00
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s.frame = frame
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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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var buttons = []struct {
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2021-09-11 23:52:22 +00:00
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Name string
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2021-12-31 00:31:45 +00:00
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If func() bool
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2021-09-11 23:52:22 +00:00
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Func func()
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Style *style.Button
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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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}{
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2021-12-24 05:11:45 +00:00
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{
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Name: "Story Mode",
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Func: func() {
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if s.winLevelPacks == nil {
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s.winLevelPacks = windows.NewLevelPackWindow(windows.LevelPack{
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Supervisor: s.Supervisor,
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Engine: d.Engine,
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2021-12-27 04:48:29 +00:00
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OnPlayLevel: func(lp levelpack.LevelPack, which levelpack.Level) {
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if err := d.PlayFromLevelpack(lp, which); err != nil {
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shmem.FlashError(err.Error())
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}
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},
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2021-12-31 00:31:45 +00:00
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OnCloseWindow: func() {
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s.winLevelPacks.Hide()
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},
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2021-12-24 05:11:45 +00:00
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})
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}
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s.winLevelPacks.MoveTo(render.Point{
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X: (d.width / 2) - (s.winLevelPacks.Size().W / 2),
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Y: (d.height / 2) - (s.winLevelPacks.Size().H / 2),
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})
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s.winLevelPacks.Show()
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},
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2021-12-27 04:48:29 +00:00
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Style: &balance.ButtonBabyBlue,
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2021-12-24 05:11:45 +00:00
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},
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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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{
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2021-09-11 23:52:22 +00:00
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Name: "Play a Level",
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Func: d.GotoPlayMenu,
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Style: &balance.ButtonBabyBlue,
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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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},
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{
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2021-12-31 00:31:45 +00:00
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Name: "New Drawing",
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2021-09-11 23:52:22 +00:00
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Func: d.GotoNewMenu,
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Style: &balance.ButtonPink,
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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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},
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{
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2021-12-31 00:31:45 +00:00
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Name: "Edit Drawing",
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2021-09-11 23:52:22 +00:00
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Func: d.GotoLoadMenu,
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2021-12-31 00:31:45 +00:00
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Style: &balance.ButtonPink,
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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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},
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2021-06-20 05:14:41 +00:00
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{
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Name: "Settings",
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Func: func() {
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if s.winSettings == nil {
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s.winSettings = d.MakeSettingsWindow(s.Supervisor)
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}
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s.winSettings.Show()
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},
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},
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2021-12-31 00:31:45 +00:00
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{
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Name: "Register",
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If: func() bool {
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return !license.IsRegistered()
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},
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Func: func() {
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if s.winRegister == nil {
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cfg := windows.License{
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Supervisor: s.Supervisor,
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Engine: d.Engine,
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OnCancel: func() {
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s.winRegister.Hide()
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},
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}
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cfg.OnLicensed = func() {
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// License status has changed, reload the window!
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if s.winRegister != nil {
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s.winRegister.Hide()
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}
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s.winRegister = windows.MakeLicenseWindow(d.width, d.height, cfg)
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}
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cfg.OnLicensed()
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}
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s.winRegister.Show()
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},
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Style: &balance.ButtonPrimary,
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},
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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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}
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for _, button := range buttons {
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2021-12-31 01:57:13 +00:00
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if check := button.If; check != nil && !check() {
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continue
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}
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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
|
|
|
button := button
|
|
|
|
btn := ui.NewButton(button.Name, ui.NewLabel(ui.Label{
|
|
|
|
Text: button.Name,
|
|
|
|
Font: balance.StatusFont,
|
|
|
|
}))
|
2020-04-07 06:21:17 +00:00
|
|
|
btn.Handle(ui.Click, func(ed ui.EventData) error {
|
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
|
|
|
button.Func()
|
2020-04-07 06:21:17 +00:00
|
|
|
return nil
|
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
|
|
|
})
|
2021-09-11 23:52:22 +00:00
|
|
|
if button.Style != nil {
|
|
|
|
btn.SetStyle(button.Style)
|
|
|
|
}
|
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
|
|
|
s.Supervisor.Add(btn)
|
|
|
|
frame.Pack(btn, ui.Pack{
|
2019-12-29 05:48:49 +00:00
|
|
|
Side: ui.N,
|
2019-12-31 02:13:28 +00:00
|
|
|
PadY: 8,
|
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
|
|
|
// Fill: true,
|
|
|
|
FillX: true,
|
|
|
|
})
|
|
|
|
}
|
2018-07-26 03:25:02 +00:00
|
|
|
|
2020-01-02 01:50:15 +00:00
|
|
|
// Check for update in the background.
|
|
|
|
go s.checkUpdate()
|
|
|
|
|
2021-10-10 03:45:38 +00:00
|
|
|
// Eager load the level in background, no time for load screen.
|
|
|
|
go func() {
|
|
|
|
if err := s.setupAsync(d); err != nil {
|
|
|
|
log.Error("MainScene.setupAsync: %s", err)
|
|
|
|
}
|
|
|
|
}()
|
|
|
|
|
2021-12-24 05:11:45 +00:00
|
|
|
// Trigger our "Window Resized" function so we can check if the
|
|
|
|
// layout needs to be switched to landscape mode for mobile.
|
|
|
|
s.Resized(d.width, d.height)
|
|
|
|
|
2021-10-10 03:45:38 +00:00
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// setupAsync runs background tasks from setup, e.g. eager load
|
|
|
|
// chunks of the level for cache.
|
|
|
|
func (s *MainScene) setupAsync(d *Doodle) error {
|
|
|
|
loadscreen.PreloadAllChunkBitmaps(s.canvas.Chunker())
|
2018-07-26 02:38:54 +00:00
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
2020-01-02 01:50:15 +00:00
|
|
|
// checkUpdate checks for a version update and shows the button.
|
|
|
|
func (s *MainScene) checkUpdate() {
|
2021-04-01 02:16:33 +00:00
|
|
|
if shmem.OfflineMode {
|
|
|
|
log.Info("OfflineMode: skip updates check")
|
|
|
|
return
|
|
|
|
}
|
|
|
|
|
2020-01-02 01:50:15 +00:00
|
|
|
info, err := updater.Check()
|
|
|
|
if err != nil {
|
|
|
|
log.Error(err.Error())
|
|
|
|
return
|
|
|
|
}
|
|
|
|
|
2021-07-11 19:10:59 +00:00
|
|
|
if info.IsNewerVersionThan(branding.Version) {
|
2020-01-02 01:50:15 +00:00
|
|
|
s.updateInfo = info
|
|
|
|
s.updateButton.Show()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-06-28 05:54:46 +00:00
|
|
|
// 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{
|
2019-12-28 03:16:34 +00:00
|
|
|
W: d.width,
|
|
|
|
H: d.height,
|
2019-06-28 05:54:46 +00:00
|
|
|
})
|
|
|
|
|
|
|
|
s.scripting = scripting.NewSupervisor()
|
|
|
|
s.canvas.SetScriptSupervisor(s.scripting)
|
|
|
|
|
2022-01-03 06:36:32 +00:00
|
|
|
// Title screen level to load. Pick a random level.
|
|
|
|
levelName := balance.DemoLevelName[0]
|
|
|
|
if s.LevelFilename != "" {
|
|
|
|
levelName = s.LevelFilename
|
|
|
|
} else if len(balance.DemoLevelName) > 1 {
|
|
|
|
randIndex := rand.Intn(len(balance.DemoLevelName))
|
|
|
|
levelName = balance.DemoLevelName[randIndex]
|
|
|
|
}
|
|
|
|
|
|
|
|
if lvl, err := level.LoadFile(levelName); err == nil {
|
2021-07-20 00:14:00 +00:00
|
|
|
s.canvas.LoadLevel(lvl)
|
2019-07-07 03:31:50 +00:00
|
|
|
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 {
|
2020-11-15 23:20:15 +00:00
|
|
|
log.Error("Error loading demo level %s: %s", balance.DemoLevelName, err)
|
2022-01-03 06:36:32 +00:00
|
|
|
|
|
|
|
// Create a basic notebook level.
|
|
|
|
s.canvas.LoadLevel(&level.Level{
|
|
|
|
Chunker: level.NewChunker(100),
|
|
|
|
Palette: level.NewPalette(),
|
|
|
|
PageType: level.Bounded,
|
|
|
|
MaxWidth: 42,
|
|
|
|
MaxHeight: 42,
|
|
|
|
Wallpaper: "notebook.png",
|
|
|
|
})
|
2019-06-28 05:54:46 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
2018-07-26 02:38:54 +00:00
|
|
|
// Loop the editor scene.
|
2019-12-22 22:11:01 +00:00
|
|
|
func (s *MainScene) Loop(d *Doodle, ev *event.State) error {
|
2018-07-26 03:25:02 +00:00
|
|
|
s.Supervisor.Loop(ev)
|
2019-06-25 21:57:11 +00:00
|
|
|
|
2019-06-28 05:54:46 +00:00
|
|
|
if err := s.scripting.Loop(); err != nil {
|
|
|
|
log.Error("MainScene.Loop: scripting.Loop: %s", err)
|
|
|
|
}
|
|
|
|
|
2021-06-09 04:12:30 +00:00
|
|
|
// Lazily scroll the canvas around, slowly.
|
|
|
|
s.LoopLazyScroll()
|
|
|
|
|
2019-06-28 05:54:46 +00:00
|
|
|
s.canvas.Loop(ev)
|
|
|
|
|
2019-12-22 22:11:01 +00:00
|
|
|
if ev.WindowResized {
|
2019-06-25 21:57:11 +00:00
|
|
|
w, h := d.Engine.WindowSize()
|
|
|
|
d.width = w
|
|
|
|
d.height = h
|
2021-12-24 05:11:45 +00:00
|
|
|
s.Resized(w, h)
|
2019-06-25 21:57:11 +00:00
|
|
|
}
|
|
|
|
|
2018-07-26 02:38:54 +00:00
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
2021-12-24 05:11:45 +00:00
|
|
|
// Resized the app window.
|
|
|
|
func (s *MainScene) Resized(width, height int) {
|
|
|
|
log.Info("Resized to %dx%d", width, height)
|
|
|
|
|
|
|
|
// If the height is not tall enough for the menu, switch to the horizontal layout.
|
|
|
|
if height < balance.TitleScreenResponsiveHeight {
|
|
|
|
log.Error("Switch to landscape mode")
|
|
|
|
s.landscapeMode = true
|
|
|
|
} else {
|
|
|
|
s.landscapeMode = false
|
|
|
|
}
|
|
|
|
|
|
|
|
s.canvas.Resize(render.Rect{
|
|
|
|
W: width,
|
|
|
|
H: height,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
// Move things into position for the main menu. This function arranges
|
|
|
|
// the Title, Subtitle, Buttons, etc. into screen relative positions every
|
|
|
|
// tick. This function sets their 'default' values, but if the window is
|
|
|
|
// not tall enough and needs the landscape orientation, positionMenuLandscape()
|
|
|
|
// will override these defaults.
|
|
|
|
func (s *MainScene) positionMenuPortrait(d *Doodle) {
|
|
|
|
// App title label.
|
|
|
|
s.labelTitle.MoveTo(render.Point{
|
|
|
|
X: (d.width / 2) - (s.labelTitle.Size().W / 2),
|
|
|
|
Y: 120,
|
|
|
|
})
|
|
|
|
|
|
|
|
// App subtitle label (byline).
|
|
|
|
s.labelSubtitle.MoveTo(render.Point{
|
|
|
|
X: (d.width / 2) - (s.labelSubtitle.Size().W / 2),
|
|
|
|
Y: s.labelTitle.Point().Y + s.labelTitle.Size().H + 8,
|
|
|
|
})
|
|
|
|
|
|
|
|
// Version label
|
|
|
|
s.labelVersion.MoveTo(render.Point{
|
|
|
|
X: (d.width) - (s.labelVersion.Size().W) - 20,
|
|
|
|
Y: 20,
|
|
|
|
})
|
|
|
|
|
|
|
|
// Hint label.
|
|
|
|
s.labelHint.MoveTo(render.Point{
|
|
|
|
X: (d.width / 2) - (s.labelHint.Size().W / 2),
|
|
|
|
Y: d.height - s.labelHint.Size().H - 32,
|
|
|
|
})
|
|
|
|
|
|
|
|
// Update button.
|
|
|
|
s.updateButton.MoveTo(render.Point{
|
|
|
|
X: 24,
|
|
|
|
Y: d.height - s.updateButton.Size().H - 24,
|
|
|
|
})
|
|
|
|
|
|
|
|
// Button frame.
|
|
|
|
s.frame.MoveTo(render.Point{
|
|
|
|
X: (d.width / 2) - (s.frame.Size().W / 2),
|
|
|
|
Y: 260,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
func (s *MainScene) positionMenuLandscape(d *Doodle) {
|
|
|
|
s.positionMenuPortrait(d)
|
|
|
|
|
|
|
|
var (
|
|
|
|
col1 = render.Rect{
|
|
|
|
X: 0,
|
|
|
|
Y: 0,
|
|
|
|
W: d.width / 2,
|
|
|
|
H: d.height,
|
|
|
|
}
|
|
|
|
col2 = render.Rect{
|
|
|
|
X: d.width,
|
|
|
|
Y: 0,
|
|
|
|
W: d.width - col1.W,
|
|
|
|
H: d.height,
|
|
|
|
}
|
|
|
|
)
|
|
|
|
|
|
|
|
// Title and subtitle move to the left.
|
|
|
|
s.labelTitle.MoveTo(render.Point{
|
|
|
|
X: (col1.W / 2) - (s.labelTitle.Size().W / 2),
|
|
|
|
Y: s.labelTitle.Point().Y,
|
|
|
|
})
|
|
|
|
s.labelSubtitle.MoveTo(render.Point{
|
|
|
|
X: (col1.W / 2) - (s.labelSubtitle.Size().W / 2),
|
|
|
|
Y: s.labelTitle.Point().Y + s.labelTitle.Size().H + 8,
|
|
|
|
})
|
|
|
|
|
|
|
|
// Button frame to the right.
|
|
|
|
s.frame.MoveTo(render.Point{
|
|
|
|
X: (col2.X+col2.W)/2 - (s.frame.Size().W / 2),
|
|
|
|
Y: (d.height / 2) - (s.frame.Size().H / 2),
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
2021-06-09 04:12:30 +00:00
|
|
|
// LoopLazyScroll gently scrolls the title screen demo level, called each Loop.
|
|
|
|
func (s *MainScene) LoopLazyScroll() {
|
|
|
|
// The v1 basic sauce algorithm:
|
|
|
|
// 1. We scroll diagonally downwards and rightwards.
|
|
|
|
// 2. When we scroll downwards far enough, we change direction.
|
|
|
|
// Make a zigzag pattern.
|
|
|
|
// 3. When we reach the right bound of the level
|
|
|
|
// OR some max number of px into an unbounded level:
|
|
|
|
// enter a simple ball bouncing mode like a screensaver.
|
|
|
|
var (
|
|
|
|
zigzagMaxHeight = 512
|
|
|
|
maxScrollX = zigzagMaxHeight * 2
|
|
|
|
lastScrollValue = s.lazyScrollLastValue
|
|
|
|
currentScroll = s.canvas.Scroll
|
|
|
|
)
|
|
|
|
|
|
|
|
// So we have two states:
|
|
|
|
// - Zigzag state (default)
|
|
|
|
// - Bounce state (when we hit a wall)
|
|
|
|
if !s.lazyScrollBounce {
|
|
|
|
// Zigzag state.
|
|
|
|
s.lazyScrollTrajectory = render.Point{
|
|
|
|
X: -1, // down and right
|
|
|
|
Y: -1,
|
|
|
|
}
|
|
|
|
|
|
|
|
// When we've gone far enough X, it's also far enough Y.
|
|
|
|
if currentScroll.X < -zigzagMaxHeight {
|
|
|
|
s.lazyScrollTrajectory.Y = 1 // go back up
|
|
|
|
}
|
|
|
|
|
|
|
|
// Have we gotten stuck in a corner? (ending the zigzag phase, for bounded levels)
|
|
|
|
if currentScroll.X < 0 && (currentScroll == lastScrollValue) || currentScroll.X < -maxScrollX {
|
|
|
|
log.Debug("LoopLazyScroll: Ending zigzag phase, enter bounce phase")
|
|
|
|
s.lazyScrollBounce = true
|
|
|
|
s.lazyScrollTrajectory = render.Point{
|
|
|
|
X: -1,
|
|
|
|
Y: -1,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Lazy bounce algorithm.
|
|
|
|
if currentScroll.Y == lastScrollValue.Y {
|
|
|
|
log.Debug("LoopLazyScroll: Hit a floor/ceiling")
|
|
|
|
s.lazyScrollTrajectory.Y = -s.lazyScrollTrajectory.Y
|
|
|
|
}
|
|
|
|
if currentScroll.X == lastScrollValue.X {
|
|
|
|
log.Debug("LoopLazyScroll: Hit the side of the map!")
|
|
|
|
s.lazyScrollTrajectory.X = -s.lazyScrollTrajectory.X
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check the scroll.
|
|
|
|
s.lazyScrollLastValue = currentScroll
|
|
|
|
s.canvas.ScrollBy(s.lazyScrollTrajectory)
|
|
|
|
}
|
|
|
|
|
2018-07-26 02:38:54 +00:00
|
|
|
// 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)
|
|
|
|
|
2019-06-25 21:57:11 +00:00
|
|
|
s.canvas.Present(d.Engine, render.Origin)
|
|
|
|
|
2019-06-28 05:54:46 +00:00
|
|
|
// Draw a sheen over the level for clarity.
|
2021-06-20 05:14:41 +00:00
|
|
|
d.Engine.DrawBox(render.RGBA(255, 255, 254, 96), render.Rect{
|
2019-06-28 05:54:46 +00:00
|
|
|
X: 0,
|
|
|
|
Y: 0,
|
2019-12-28 03:16:34 +00:00
|
|
|
W: d.width,
|
|
|
|
H: d.height,
|
2019-06-28 05:54:46 +00:00
|
|
|
})
|
|
|
|
|
2021-06-20 05:14:41 +00:00
|
|
|
// Draw out bounding boxes.
|
|
|
|
if DebugCollision {
|
|
|
|
for _, actor := range s.canvas.Actors() {
|
|
|
|
d.DrawCollisionBox(s.canvas, actor)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-12-24 05:11:45 +00:00
|
|
|
// Arrange the main widgets by Portrait or Landscape mode.
|
|
|
|
if s.landscapeMode {
|
|
|
|
s.positionMenuLandscape(d)
|
|
|
|
} else {
|
|
|
|
s.positionMenuPortrait(d)
|
|
|
|
}
|
|
|
|
|
2020-01-02 01:50:15 +00:00
|
|
|
// App title label.
|
|
|
|
s.labelTitle.Present(d.Engine, s.labelTitle.Point())
|
|
|
|
|
2021-07-12 04:54:28 +00:00
|
|
|
// App subtitle label (byline).
|
|
|
|
s.labelSubtitle.Present(d.Engine, s.labelSubtitle.Point())
|
|
|
|
|
2020-01-02 01:50:15 +00:00
|
|
|
// Version label
|
|
|
|
s.labelVersion.Present(d.Engine, s.labelVersion.Point())
|
|
|
|
|
2021-04-01 02:16:33 +00:00
|
|
|
// Hint label.
|
|
|
|
s.labelHint.Present(d.Engine, s.labelHint.Point())
|
|
|
|
|
2020-01-02 01:50:15 +00:00
|
|
|
// Update button.
|
|
|
|
s.updateButton.Present(d.Engine, s.updateButton.Point())
|
2018-07-26 02:38:54 +00:00
|
|
|
|
2018-08-01 00:18:13 +00:00
|
|
|
s.frame.Compute(d.Engine)
|
2018-08-05 19:54:57 +00:00
|
|
|
s.frame.Present(d.Engine, s.frame.Point())
|
2018-07-26 02:38:54 +00:00
|
|
|
|
2021-06-17 04:55:45 +00:00
|
|
|
// Present supervised windows.
|
|
|
|
s.Supervisor.Present(d.Engine)
|
|
|
|
|
2018-07-26 02:38:54 +00:00
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy the scene.
|
|
|
|
func (s *MainScene) Destroy() error {
|
|
|
|
return nil
|
|
|
|
}
|