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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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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"git.kirsle.net/apps/doodle/pkg/log"
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2020-10-29 01:53:57 +00:00
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"git.kirsle.net/apps/doodle/pkg/modal"
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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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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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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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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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2018-07-26 03:25:02 +00:00
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Supervisor *ui.Supervisor
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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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labelTitle *ui.Label
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labelVersion *ui.Label
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frame *ui.Frame // Main button frame
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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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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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// Version label.
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var shareware string
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if balance.FreeVersion {
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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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Font: render.Text{
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Size: 18,
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Color: render.Grey,
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Shadow: render.Black,
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},
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})
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ver.Compute(d.Engine)
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s.labelVersion = ver
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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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Name string
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Func func()
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}{
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2020-04-22 06:50:45 +00:00
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// {
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// Name: "Story Mode",
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// Func: d.GotoStoryMenu,
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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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Name: "Play a Level",
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Func: d.GotoPlayMenu,
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},
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{
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Name: "Create a New Level",
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Func: d.GotoNewMenu,
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},
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{
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Name: "Edit a Level",
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Func: d.GotoLoadMenu,
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},
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2020-10-29 01:53:57 +00:00
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{
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Name: "Settings",
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Func: func() {
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log.Error("TEST Alert()")
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modal.Alert("Hello world!").then(func() {
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d.Flash("Alert has been clicked thru!")
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})
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},
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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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button := button
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btn := ui.NewButton(button.Name, ui.NewLabel(ui.Label{
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Text: button.Name,
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Font: balance.StatusFont,
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}))
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2020-04-07 06:21:17 +00:00
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btn.Handle(ui.Click, func(ed ui.EventData) error {
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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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button.Func()
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2020-04-07 06:21:17 +00:00
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return nil
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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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s.Supervisor.Add(btn)
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frame.Pack(btn, ui.Pack{
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2019-12-29 05:48:49 +00:00
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Side: ui.N,
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2019-12-31 02:13:28 +00:00
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PadY: 8,
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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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// Fill: true,
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FillX: true,
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})
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}
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2018-07-26 03:25:02 +00:00
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2020-01-02 01:50:15 +00:00
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// Check for update in the background.
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go s.checkUpdate()
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2018-07-26 02:38:54 +00:00
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return nil
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}
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2020-01-02 01:50:15 +00:00
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// checkUpdate checks for a version update and shows the button.
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func (s *MainScene) checkUpdate() {
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info, err := updater.Check()
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if err != nil {
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log.Error(err.Error())
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return
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}
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if info.LatestVersion != branding.Version {
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s.updateInfo = info
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s.updateButton.Show()
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}
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}
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2019-06-28 05:54:46 +00:00
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// SetupDemoLevel configures the wallpaper behind the New screen,
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// which demos a title screen demo level.
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func (s *MainScene) SetupDemoLevel(d *Doodle) error {
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// Set up the background wallpaper canvas.
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s.canvas = uix.NewCanvas(100, false)
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s.canvas.Scrollable = true
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s.canvas.Resize(render.Rect{
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2019-12-28 03:16:34 +00:00
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W: d.width,
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H: d.height,
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2019-06-28 05:54:46 +00:00
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})
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s.scripting = scripting.NewSupervisor()
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s.canvas.SetScriptSupervisor(s.scripting)
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2019-07-07 03:31:50 +00:00
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// Title screen level to load.
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2020-09-19 05:35:43 +00:00
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if lvl, err := level.LoadFile(balance.DemoLevelName); err == nil {
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2019-07-07 03:31:50 +00:00
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s.canvas.LoadLevel(d.Engine, lvl)
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s.canvas.InstallActors(lvl.Actors)
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// Load all actor scripts.
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if err := s.scripting.InstallScripts(lvl); err != nil {
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log.Error("Error with title screen level scripts: %s", err)
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}
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// Run all actors scripts main function to start them off.
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if err := s.canvas.InstallScripts(); err != nil {
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log.Error("Error running actor main() functions: %s", err)
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}
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} else {
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log.Error("Error loading title-screen.level: %s", err)
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2019-06-28 05:54:46 +00:00
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}
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return nil
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}
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2018-07-26 02:38:54 +00:00
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// Loop the editor scene.
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2019-12-22 22:11:01 +00:00
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func (s *MainScene) Loop(d *Doodle, ev *event.State) error {
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2018-07-26 03:25:02 +00:00
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s.Supervisor.Loop(ev)
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2019-06-25 21:57:11 +00:00
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2019-06-28 05:54:46 +00:00
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if err := s.scripting.Loop(); err != nil {
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log.Error("MainScene.Loop: scripting.Loop: %s", err)
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}
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s.canvas.Loop(ev)
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2019-12-22 22:11:01 +00:00
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if ev.WindowResized {
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2019-06-25 21:57:11 +00:00
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w, h := d.Engine.WindowSize()
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d.width = w
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d.height = h
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log.Info("Resized to %dx%d", d.width, d.height)
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s.canvas.Resize(render.Rect{
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2019-12-28 03:16:34 +00:00
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W: d.width,
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H: d.height,
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2019-06-25 21:57:11 +00:00
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})
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}
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2018-07-26 02:38:54 +00:00
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return nil
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}
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// Draw the pixels on this frame.
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func (s *MainScene) Draw(d *Doodle) error {
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// Clear the canvas and fill it with white.
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d.Engine.Clear(render.White)
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2019-06-25 21:57:11 +00:00
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s.canvas.Present(d.Engine, render.Origin)
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2019-06-28 05:54:46 +00:00
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// Draw a sheen over the level for clarity.
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d.Engine.DrawBox(render.RGBA(255, 255, 254, 128), render.Rect{
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X: 0,
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Y: 0,
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2019-12-28 03:16:34 +00:00
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W: d.width,
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H: d.height,
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2019-06-28 05:54:46 +00:00
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})
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2020-01-02 01:50:15 +00:00
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// App title label.
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s.labelTitle.MoveTo(render.Point{
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X: (d.width / 2) - (s.labelTitle.Size().W / 2),
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2018-07-26 02:38:54 +00:00
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Y: 120,
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})
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2020-01-02 01:50:15 +00:00
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s.labelTitle.Present(d.Engine, s.labelTitle.Point())
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// Version label
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s.labelVersion.MoveTo(render.Point{
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X: (d.width / 2) - (s.labelVersion.Size().W / 2),
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Y: s.labelTitle.Point().Y + s.labelTitle.Size().H + 8,
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})
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s.labelVersion.Present(d.Engine, s.labelVersion.Point())
|
|
|
|
|
|
|
|
// Update button.
|
|
|
|
s.updateButton.MoveTo(render.Point{
|
|
|
|
X: 24,
|
|
|
|
Y: d.height - s.updateButton.Size().H - 24,
|
|
|
|
})
|
|
|
|
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)
|
|
|
|
s.frame.MoveTo(render.Point{
|
2019-12-28 03:16:34 +00:00
|
|
|
X: (d.width / 2) - (s.frame.Size().W / 2),
|
2019-06-27 01:36:54 +00:00
|
|
|
Y: 260,
|
2018-08-01 00:18:13 +00:00
|
|
|
})
|
2018-08-05 19:54:57 +00:00
|
|
|
s.frame.Present(d.Engine, s.frame.Point())
|
2018-07-26 02:38:54 +00:00
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// Destroy the scene.
|
|
|
|
func (s *MainScene) Destroy() error {
|
|
|
|
return nil
|
|
|
|
}
|