Add test wallpaper and minor code tweaks

This commit is contained in:
Noah 2018-12-30 13:50:24 -08:00
parent 6713dd7bfc
commit b58976527a
17 changed files with 109 additions and 59 deletions

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@ -16,11 +16,11 @@ var (
***************/
// Debug overlay (FPS etc.) settings.
DebugFontFilename = "./fonts/DejaVuSans-Bold.ttf"
DebugFontSize = 15
DebugFontFilename = "./fonts/DejaVuSans.ttf"
DebugFontSize = 16
DebugLabelColor = render.MustHexColor("#FF9900")
DebugValueColor = render.MustHexColor("#00CCFF")
DebugStrokeDarken int32 = 80
DebugStrokeDarken = 80
// Background color to use when exporting a drawing Chunk as a bitmap image
// on disk. Default is white. Setting this to translucent yellow is a great

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@ -16,6 +16,7 @@ var (
// Player speeds
PlayerMaxVelocity = 12
PlayerAcceleration = 2 // pixels / second / second
Gravity = 2
// Default chunk size for canvases.

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@ -22,6 +22,17 @@ func (c Command) Run(d *Doodle) error {
return nil
}
// Cheats :P
if c.Raw == "unleash the beast" {
if fpsDoNotCap {
d.Flash("Reset frame rate throttle to factory default %d FPS", TargetFPS)
} else {
d.Flash("Unleashing as many frames as we can render!")
}
fpsDoNotCap = !fpsDoNotCap
return nil
}
switch c.Command {
case "echo":
d.Flash(c.ArgsLiteral)

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@ -14,6 +14,8 @@ type Actor interface {
Position() render.Point
Velocity() render.Point
SetVelocity(render.Point)
Acceleration() int
SetAcceleration(int)
Size() render.Rect
Grounded() bool
SetGrounded(bool)

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@ -96,8 +96,15 @@ const (
Right
)
// CollidesWithGrid checks if a Doodad collides with level geometry.
func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Collide, bool) {
/*
CollidesWithGrid checks if a Doodad collides with level geometry.
The `target` is the point the actor wants to move to this tick.
The `scroll` is the scroll offset of the canvas that is viewing the grid, so
that collision geometry can be offset properly on screen.
*/
func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point, scroll render.Point) (*Collide, bool) {
var (
P = d.Position()
S = d.Size()
@ -109,14 +116,14 @@ func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Colli
capHeight int32 // Stop vertical movement thru a ceiling
capLeft int32 // Stop movement thru a wall
capRight int32
capFloor int32 // Stop movement thru the floor
hitLeft bool // Has hit an obstacle on the left
hitRight bool // or right
hitFloor bool
capFloor int32
hitFloor bool // or floor
)
// Test all of the bounding boxes for a collision with level geometry.
if ok := result.ScanBoundingBox(GetBoundingRect(d), grid); ok {
if ok := result.ScanBoundingBox(GetBoundingRect(d).SubtractPoint(scroll), grid); ok {
// We've already collided! Try to wiggle free.
if result.Bottom {
if !d.Grounded() {
@ -190,7 +197,7 @@ func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Colli
Y: point.Y,
W: S.W,
H: S.H,
}, grid); has {
}.SubtractPoint(scroll), grid); has {
if result.Bottom {
if !hitFloor {
hitFloor = true

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@ -12,6 +12,7 @@ type Drawing struct {
id string
point render.Point
velocity render.Point
accel int
size render.Rect
grounded bool
}
@ -49,6 +50,16 @@ func (d *Drawing) SetVelocity(v render.Point) {
d.velocity = v
}
// Acceleration returns the Drawing's acceleration.
func (d *Drawing) Acceleration() int {
return d.accel
}
// SetAcceleration to set the acceleration.
func (d *Drawing) SetAcceleration(v int) {
d.accel = v
}
// Size returns the Drawing's size.
func (d *Drawing) Size() render.Rect {
return d.size

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@ -15,7 +15,7 @@ import (
const (
// Version number.
Version = "0.0.1-alpha"
Version = "0.0.7-alpha"
// TargetFPS is the frame rate to cap the game to.
TargetFPS = 1000 / 60 // 60 FPS
@ -148,13 +148,15 @@ func (d *Doodle) Run() error {
}
// Delay to maintain the target frames per second.
var delay uint32
if !fpsDoNotCap {
elapsed := time.Now().Sub(start)
tmp := elapsed / time.Millisecond
var delay uint32
if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
delay = uint32(TargetFPS - int(tmp))
}
d.Engine.Delay(delay)
}
// Track how long this frame took to measure FPS over time.
d.TrackFPS(delay)

10
fps.go
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@ -33,6 +33,7 @@ var (
fpsFrames int
fpsSkipped uint32
fpsInterval uint32 = 1000
fpsDoNotCap bool // remove the FPS delay cap in Main Loop
// Custom labels for scenes to add to the debug overlay view.
customDebugLabels []debugLabel
@ -49,17 +50,22 @@ func (d *Doodle) DrawDebugOverlay() {
return
}
var framesSkipped = fmt.Sprintf("(skip: %dms)", fpsSkipped)
if fpsDoNotCap {
framesSkipped = "uncapped"
}
var (
darken = balance.DebugStrokeDarken
Yoffset int32 = 20 // leave room for the menu bar
Xoffset int32 = 5
Xoffset int32 = 20
keys = []string{
"FPS:",
"Scene:",
"Mouse:",
}
values = []string{
fmt.Sprintf("%d (skip: %dms)", fpsCurrent, fpsSkipped),
fmt.Sprintf("%d %s", fpsCurrent, framesSkipped),
d.Scene.Name(),
fmt.Sprintf("%d,%d", d.event.CursorX.Now, d.event.CursorY.Now),
}

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@ -173,7 +173,7 @@ func (s *PlayScene) movePlayer(ev *events.State) {
// Apply gravity.
// var onFloor bool
info, ok := doodads.CollidesWithGrid(s.Player, s.Level.Chunker, delta)
info, ok := doodads.CollidesWithGrid(s.Player, s.Level.Chunker, delta, s.drawing.Scroll)
if ok {
// Collision happened with world.
}

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@ -156,15 +156,15 @@ func (c *Color) UnmarshalJSON(b []byte) error {
}
// Add a relative color value to the color.
func (c Color) Add(r, g, b, a int32) Color {
func (c Color) Add(r, g, b, a int) Color {
var (
R = int32(c.Red) + r
G = int32(c.Green) + g
B = int32(c.Blue) + b
A = int32(c.Alpha) + a
R = int(c.Red) + r
G = int(c.Green) + g
B = int(c.Blue) + b
A = int(c.Alpha) + a
)
cap8 := func(v int32) uint8 {
cap8 := func(v int) uint8 {
if v > 255 {
v = 255
} else if v < 0 {
@ -182,11 +182,22 @@ func (c Color) Add(r, g, b, a int32) Color {
}
// Lighten a color value.
func (c Color) Lighten(v int32) Color {
func (c Color) Lighten(v int) Color {
return c.Add(v, v, v, 0)
}
// Darken a color value.
func (c Color) Darken(v int32) Color {
func (c Color) Darken(v int) Color {
return c.Add(-v, -v, -v, 0)
}
// Transparentize adjusts the alpha level of a color.
func (c Color) Transparentize(v int) Color {
return c.Add(0, 0, 0, int(v))
}
// SetAlpha sets the alpha value to a specific setting.
func (c Color) SetAlpha(v uint8) Color {
c.Alpha = v
return c
}

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@ -125,7 +125,8 @@ func (r Rect) Add(other Rect) Rect {
}
}
// Add a point to move the rect.
// Add (or subtract) a point to move the rect. This is usually the method you
// want to use: negative Point values will subtract the rect's position.
func (r Rect) AddPoint(other Point) Rect {
return Rect{
X: r.X + other.X,
@ -135,6 +136,17 @@ func (r Rect) AddPoint(other Point) Rect {
}
}
// SubtractPoint is the inverse of AddPoint. Use this only if you need to
// invert the Point being added.
func (r Rect) SubtractPoint(other Point) Rect {
return Rect{
X: r.X - other.X,
Y: r.Y - other.Y,
W: r.W,
H: r.H,
}
}
// Text holds information for drawing text.
type Text struct {
Text string

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@ -69,12 +69,21 @@ func (p Point) Inside(r Rect) bool {
(p.Y >= y1 && p.Y <= y2))
}
// Add (or subtract) the other point to your current point.
// Add (or subtract) the other point to your current point. This is usually
// the one you want: if the other Point has negative values it will subtract
// them from this Point, or if they are positive it will add them.
func (p *Point) Add(other Point) {
p.X += other.X
p.Y += other.Y
}
// Subtract is the inverse of Add. Use this if you want to force a subtraction
// operation (i.e. to invert a Point before adding it).
func (p *Point) Subtract(other Point) {
p.X -= other.X
p.Y -= other.Y
}
// MarshalText to convert the point into text so that a render.Point may be used
// as a map key and serialized to JSON.
func (p *Point) MarshalText() ([]byte, error) {

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@ -1,22 +0,0 @@
package sdl
import (
"git.kirsle.net/apps/doodle/level"
)
// Frames to cache for FPS calculation.
const (
maxSamples = 100
TargetFPS = 1000 / 60
)
var (
fpsCurrentTicks uint32 // current time we get sdl.GetTicks()
fpsLastTime uint32 // last time we printed the fpsCurrentTicks
fpsCurrent int
fpsFrames int
fpsSkipped uint32
fpsInterval uint32 = 1000
)
var pixelHistory []level.Pixel

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@ -8,5 +8,5 @@ var (
ButtonHoverColor = render.RGBA(200, 255, 255, 255)
ButtonOutlineColor = render.Black
BorderColorOffset int32 = 40
BorderColorOffset = 40
)

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@ -127,7 +127,7 @@ func (w *Canvas) loopFollowActor(ev *events.State) error {
var (
APosition = actor.Position() // relative to screen
APoint = actor.Drawing.Position()
ASize = actor.Canvas.Size()
ASize = actor.Drawing.Size()
scrollBy render.Point
)