package doodle import ( "fmt" "git.kirsle.net/apps/doodle/pkg/balance" "git.kirsle.net/apps/doodle/pkg/collision" "git.kirsle.net/apps/doodle/pkg/doodads" "git.kirsle.net/apps/doodle/pkg/keybind" "git.kirsle.net/apps/doodle/pkg/level" "git.kirsle.net/apps/doodle/pkg/log" "git.kirsle.net/apps/doodle/pkg/modal/loadscreen" "git.kirsle.net/apps/doodle/pkg/physics" "git.kirsle.net/apps/doodle/pkg/scripting" "git.kirsle.net/apps/doodle/pkg/uix" "git.kirsle.net/go/render" "git.kirsle.net/go/render/event" "git.kirsle.net/go/ui" ) // PlayScene manages the "Edit Level" game mode. type PlayScene struct { // Configuration attributes. Filename string Level *level.Level CanEdit bool // i.e. you came from the Editor Mode HasNext bool // has a next level to load next // Private variables. d *Doodle drawing *uix.Canvas scripting *scripting.Supervisor running bool // UI widgets. supervisor *ui.Supervisor screen *ui.Frame // A window sized invisible frame to position UI elements. editButton *ui.Button // The alert box shows up when the level goal is reached and includes // buttons what to do next. alertBox *ui.Window alertBoxLabel *ui.Label alertReplayButton *ui.Button // Replay level alertEditButton *ui.Button // Edit Level alertNextButton *ui.Button // Next Level alertExitButton *ui.Button // Exit to menu // Custom debug labels. debPosition *string debViewport *string debScroll *string debWorldIndex *string // Player character Player *uix.Actor playerPhysics *physics.Mover antigravity bool // Cheat: disable player gravity noclip bool // Cheat: disable player clipping playerJumpCounter int // limit jump length // Inventory HUD. Impl. in play_inventory.go invenFrame *ui.Frame invenItems []string // item list invenDoodads map[string]*uix.Canvas } // Name of the scene. func (s *PlayScene) Name() string { return "Play" } // Setup the play scene. func (s *PlayScene) Setup(d *Doodle) error { s.d = d s.scripting = scripting.NewSupervisor() s.supervisor = ui.NewSupervisor() // Show the loading screen. loadscreen.ShowWithProgress() go func() { if err := s.setupAsync(d); err != nil { log.Error("PlayScene.setupAsync: %s", err) return } loadscreen.Hide() }() return nil } // setupAsync initializes the play screen in the background, underneath // a Loading screen. func (s *PlayScene) setupAsync(d *Doodle) error { // Create an invisible 'screen' frame for UI elements to use for positioning. s.screen = ui.NewFrame("Screen") s.screen.Resize(render.NewRect(d.width, d.height)) // Level Exit handler. s.SetupAlertbox() s.scripting.OnLevelExit(func() { d.Flash("Hurray!") // Pause the simulation. s.running = false // Toggle the relevant buttons on. if s.CanEdit { s.alertEditButton.Show() } if s.HasNext { s.alertNextButton.Show() } // Always-visible buttons. s.alertReplayButton.Show() s.alertExitButton.Show() // Show the alert box. s.alertBox.Show() }) // Initialize debug overlay values. s.debPosition = new(string) s.debViewport = new(string) s.debScroll = new(string) s.debWorldIndex = new(string) customDebugLabels = []debugLabel{ {"Pixel:", s.debWorldIndex}, {"Player:", s.debPosition}, {"Viewport:", s.debViewport}, {"Scroll:", s.debScroll}, } // Initialize the "Edit Map" button. s.editButton = ui.NewButton("Edit", ui.NewLabel(ui.Label{ Text: "Edit (E)", Font: balance.PlayButtonFont, })) s.editButton.Handle(ui.Click, func(ed ui.EventData) error { s.EditLevel() return nil }) s.supervisor.Add(s.editButton) // Set up the inventory HUD. s.setupInventoryHud() // Initialize the drawing canvas. s.drawing = uix.NewCanvas(balance.ChunkSize, false) s.drawing.Name = "play-canvas" s.drawing.MoveTo(render.Origin) s.drawing.Resize(render.NewRect(d.width, d.height)) s.drawing.Compute(d.Engine) // Handler when an actor touches water or fire. s.drawing.OnLevelCollision = func(a *uix.Actor, col *collision.Collide) { if col.InFire != "" { a.Canvas.MaskColor = render.Black if a.ID() == "PLAYER" { // only the player dies in fire. s.DieByFire(col.InFire) } } else if col.InWater { a.Canvas.MaskColor = render.DarkBlue } else { a.Canvas.MaskColor = render.Invisible } } // Given a filename or map data to play? if s.Level != nil { log.Debug("PlayScene.Setup: received level from scene caller") s.drawing.LoadLevel(s.Level) s.drawing.InstallActors(s.Level.Actors) } else if s.Filename != "" { loadscreen.SetSubtitle("Opening: " + s.Filename) log.Debug("PlayScene.Setup: loading map from file %s", s.Filename) // NOTE: s.LoadLevel also calls s.drawing.InstallActors s.LoadLevel(s.Filename) } if s.Level == nil { log.Debug("PlayScene.Setup: no grid given, initializing empty grid") s.Level = level.New() s.drawing.LoadLevel(s.Level) s.drawing.InstallActors(s.Level.Actors) } // Set the loading screen text with the level metadata. loadscreen.SetSubtitle( s.Level.Title, "by "+s.Level.Author, ) // Load all actor scripts. s.drawing.SetScriptSupervisor(s.scripting) if err := s.scripting.InstallScripts(s.Level); err != nil { log.Error("PlayScene.Setup: failed to InstallScripts: %s", err) } // Load in the player character. s.setupPlayer() // Run all the actor scripts' main() functions. if err := s.drawing.InstallScripts(); err != nil { log.Error("PlayScene.Setup: failed to drawing.InstallScripts: %s", err) } if s.CanEdit { d.Flash("Entered Play Mode. Press 'E' to edit this map.") } else { d.Flash("%s", s.Level.Title) } // Pre-cache all bitmap images from the level chunks. // Note: we are not running on the main thread, so SDL2 Textures // don't get created yet, but we do the full work of caching bitmap // images which later get fed directly into SDL2 saving speed at // runtime, + the bitmap generation is pretty wicked fast anyway. loadscreen.PreloadAllChunkBitmaps(s.Level.Chunker) s.running = true return nil } // setupPlayer creates and configures the Player Character in the level. func (s *PlayScene) setupPlayer() { // Load in the player character. player, err := doodads.LoadFile(balance.PlayerCharacterDoodad) if err != nil { log.Error("PlayScene.Setup: failed to load player doodad: %s", err) player = doodads.NewDummy(32) } // Find the spawn point of the player. Search the level for the // "start-flag.doodad" var ( spawn render.Point flagCount int ) for actorID, actor := range s.Level.Actors { if actor.Filename == "start-flag.doodad" { if flagCount > 1 { break } // TODO: start-flag.doodad is 86x86 pixels but we can't tell that // from right here. size := render.NewRect(86, 86) log.Info("Found start-flag.doodad at %s (ID %s)", actor.Point, actorID) spawn = render.NewPoint( // X: centered inside the flag. actor.Point.X+(size.W/2)-(player.Layers[0].Chunker.Size/2), // Y: the bottom of the flag, 4 pixels from the floor. actor.Point.Y+size.H-4-(player.Layers[0].Chunker.Size), ) flagCount++ } } // Surface warnings around the spawn flag. if flagCount == 0 { s.d.Flash("Warning: this level contained no Start Flag.") } else if flagCount > 1 { s.d.Flash("Warning: this level contains multiple Start Flags. Player spawn point is ambiguous.") } s.Player = uix.NewActor("PLAYER", &level.Actor{}, player) s.Player.MoveTo(spawn) s.drawing.AddActor(s.Player) s.drawing.FollowActor = s.Player.ID() // Set up the movement physics for the player. s.playerPhysics = &physics.Mover{ MaxSpeed: physics.NewVector(balance.PlayerMaxVelocity, balance.PlayerMaxVelocity), // Gravity: physics.NewVector(balance.Gravity, balance.Gravity), Acceleration: 0.025, Friction: 0.1, } // Set up the player character's script in the VM. if err := s.scripting.AddLevelScript(s.Player.ID()); err != nil { log.Error("PlayScene.Setup: scripting.InstallActor(player) failed: %s", err) } } // SetupAlertbox configures the alert box UI. func (s *PlayScene) SetupAlertbox() { window := ui.NewWindow("Level Completed") window.Configure(ui.Config{ Width: 320, Height: 160, Background: render.Grey, }) window.Compute(s.d.Engine) { frame := ui.NewFrame("Open Drawing Frame") window.Pack(frame, ui.Pack{ Side: ui.N, Fill: true, Expand: true, }) /****************** * Frame for selecting User Levels ******************/ s.alertBoxLabel = ui.NewLabel(ui.Label{ Text: "Congratulations on clearing the level!", Font: balance.LabelFont, }) frame.Pack(s.alertBoxLabel, ui.Pack{ Side: ui.N, FillX: true, PadY: 16, }) /****************** * Confirm/cancel buttons. ******************/ bottomFrame := ui.NewFrame("Button Frame") frame.Pack(bottomFrame, ui.Pack{ Side: ui.N, FillX: true, PadY: 8, }) // Button factory for the various options. makeButton := func(text string, handler func()) *ui.Button { btn := ui.NewButton(text, ui.NewLabel(ui.Label{ Font: balance.LabelFont, Text: text, })) btn.Handle(ui.Click, func(ed ui.EventData) error { handler() return nil }) bottomFrame.Pack(btn, ui.Pack{ Side: ui.W, PadX: 2, }) s.supervisor.Add(btn) btn.Hide() // all buttons hidden by default return btn } s.alertReplayButton = makeButton("Play Again", func() { s.RestartLevel() }) s.alertEditButton = makeButton("Edit Level", func() { s.EditLevel() }) s.alertNextButton = makeButton("Next Level", func() { s.d.Flash("Not Implemented") }) s.alertExitButton = makeButton("Exit to Menu", func() { s.d.Goto(&MainScene{}) }) } s.alertBox = window s.alertBox.Hide() } // EditLevel toggles out of Play Mode to edit the level. func (s *PlayScene) EditLevel() { log.Info("Edit Mode, Go!") s.d.Goto(&EditorScene{ Filename: s.Filename, Level: s.Level, }) } // RestartLevel starts the level over again. func (s *PlayScene) RestartLevel() { log.Info("Restart Level") s.d.Goto(&PlayScene{ Filename: s.Filename, Level: s.Level, CanEdit: s.CanEdit, }) } // DieByFire ends the level by "fire", or w/e the swatch is named. func (s *PlayScene) DieByFire(name string) { log.Info("Watch out for %s!", name) s.alertBox.Title = "You've died!" s.alertBoxLabel.Text = fmt.Sprintf("Watch out for %s!", name) s.alertReplayButton.Show() if s.CanEdit { s.alertEditButton.Show() } s.alertExitButton.Show() s.alertBox.Show() // Stop the simulation. s.running = false } // Loop the editor scene. func (s *PlayScene) Loop(d *Doodle, ev *event.State) error { // Skip if still loading. if loadscreen.IsActive() { return nil } // Update debug overlay values. *s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX, ev.CursorY)).String() *s.debPosition = s.Player.Position().String() + " vel " + s.Player.Velocity().String() *s.debViewport = s.drawing.Viewport().String() *s.debScroll = s.drawing.Scroll.String() s.supervisor.Loop(ev) // Has the window been resized? if ev.WindowResized { w, h := d.Engine.WindowSize() if w != d.width || h != d.height { d.width = w d.height = h s.drawing.Resize(render.NewRect(d.width, d.height)) return nil } } // Switching to Edit Mode? if s.CanEdit && keybind.GotoEdit(ev) { s.EditLevel() return nil } // Is the simulation still running? if s.running { // Loop the script supervisor so timeouts/intervals can fire in scripts. if err := s.scripting.Loop(); err != nil { log.Error("PlayScene.Loop: scripting.Loop: %s", err) } s.movePlayer(ev) if err := s.drawing.Loop(ev); err != nil { log.Error("Drawing loop error: %s", err.Error()) } // Update the inventory HUD. s.computeInventory() } return nil } // Draw the pixels on this frame. func (s *PlayScene) Draw(d *Doodle) error { // Skip if still loading. if loadscreen.IsActive() { return nil } // Clear the canvas and fill it with white. d.Engine.Clear(render.White) // Draw the level. s.drawing.Present(d.Engine, s.drawing.Point()) // Draw out bounding boxes. if DebugCollision { for _, actor := range s.drawing.Actors() { d.DrawCollisionBox(s.drawing, actor) } } // Draw the UI screen and any widgets that attached to it. s.screen.Compute(d.Engine) s.screen.Present(d.Engine, render.Origin) // Draw the Edit button. var ( canSize = s.drawing.Size() size = s.editButton.Size() padding = 8 ) s.editButton.MoveTo(render.Point{ X: canSize.W - size.W - padding, Y: canSize.H - size.H - padding, }) s.editButton.Present(d.Engine, s.editButton.Point()) // Draw the alert box window. if !s.alertBox.Hidden() { s.alertBox.Compute(d.Engine) s.alertBox.MoveTo(render.Point{ X: (d.width / 2) - (s.alertBox.Size().W / 2), Y: (d.height / 2) - (s.alertBox.Size().H / 2), }) s.alertBox.Present(d.Engine, s.alertBox.Point()) } return nil } // movePlayer updates the player's X,Y coordinate based on key pressed. func (s *PlayScene) movePlayer(ev *event.State) { var ( playerSpeed = float64(balance.PlayerMaxVelocity) velocity = s.Player.Velocity() direction float64 jumping bool ) // Antigravity: player can move anywhere with arrow keys. if s.antigravity { velocity.X = 0 velocity.Y = 0 // Shift to slow your roll to 1 pixel per tick. if keybind.Shift(ev) { playerSpeed = 1 } if keybind.Left(ev) { velocity.X = -playerSpeed } else if keybind.Right(ev) { velocity.X = playerSpeed } if keybind.Up(ev) { velocity.Y = -playerSpeed } else if keybind.Down(ev) { velocity.Y = playerSpeed } } else { // Moving left or right. if keybind.Left(ev) { direction = -1 } else if keybind.Right(ev) { direction = 1 } // Up button to signal they want to jump. if keybind.Up(ev) && (s.Player.Grounded() || s.playerJumpCounter >= 0) { jumping = true if s.Player.Grounded() { // Allow them to sustain the jump this many ticks. s.playerJumpCounter = 32 } } // Moving left or right? Interpolate their velocity by acceleration. if direction != 0 { // TODO: fast turn-around if they change directions so they don't // slip and slide while their velocity updates. velocity.X = physics.Lerp( velocity.X, direction*s.playerPhysics.MaxSpeed.X, s.playerPhysics.Acceleration, ) } else { // Slow them back to zero using friction. velocity.X = physics.Lerp( velocity.X, 0, s.playerPhysics.Friction, ) } // Moving upwards (jumping): give them full acceleration upwards. if jumping { velocity.Y = -playerSpeed } // While in the air, count down their jump counter; when zero they // cannot jump again until they touch ground. if !s.Player.Grounded() { s.playerJumpCounter-- } } // Move the player unless frozen. // TODO: if Y=0 then gravity fails, but not doing this allows the // player to jump while frozen. Not a HUGE deal right now as only Warp Doors // freeze the player currently but do address this later. if s.Player.IsFrozen() { velocity.X = 0 } s.Player.SetVelocity(velocity) // If the "Use" key is pressed, set an actor flag on the player. s.Player.SetUsing(keybind.Use(ev)) s.scripting.To(s.Player.ID()).Events.RunKeypress(keybind.FromEvent(ev)) } // Drawing returns the private world drawing, for debugging with the console. func (s *PlayScene) Drawing() *uix.Canvas { return s.drawing } // LoadLevel loads a level from disk. func (s *PlayScene) LoadLevel(filename string) error { s.Filename = filename level, err := level.LoadFile(filename) if err != nil { return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err) } s.Level = level s.drawing.LoadLevel(s.Level) s.drawing.InstallActors(s.Level.Actors) return nil } // Destroy the scene. func (s *PlayScene) Destroy() error { return nil }