package doodle import ( "git.kirsle.net/apps/doodle/doodads" "git.kirsle.net/apps/doodle/events" "git.kirsle.net/apps/doodle/level" "git.kirsle.net/apps/doodle/render" ) // PlayScene manages the "Edit Level" game mode. type PlayScene struct { // Configuration attributes. Filename string Canvas render.Grid // Private variables. canvas render.Grid // Canvas size width int32 height int32 // Player character Player doodads.Doodad } // Name of the scene. func (s *PlayScene) Name() string { return "Play" } // Setup the play scene. func (s *PlayScene) Setup(d *Doodle) error { // Given a filename or map data to play? if s.Canvas != nil { log.Debug("PlayScene.Setup: loading map from given canvas") s.canvas = s.Canvas } else if s.Filename != "" { log.Debug("PlayScene.Setup: loading map from file %s", s.Filename) s.LoadLevel(s.Filename) s.Filename = "" } s.Player = doodads.NewPlayer() if s.canvas == nil { log.Debug("PlayScene.Setup: no grid given, initializing empty grid") s.canvas = render.Grid{} } s.width = d.width // TODO: canvas width = copy the window size s.height = d.height d.Flash("Entered Play Mode. Press 'E' to edit this map.") return nil } // Loop the editor scene. func (s *PlayScene) Loop(d *Doodle, ev *events.State) error { // Switching to Edit Mode? if ev.KeyName.Read() == "e" { log.Info("Edit Mode, Go!") d.Goto(&EditorScene{ Canvas: s.canvas, }) return nil } s.movePlayer(ev) return nil } // Draw the pixels on this frame. func (s *PlayScene) Draw(d *Doodle) error { // Clear the canvas and fill it with white. d.Engine.Clear(render.White) s.canvas.Draw(d.Engine) // Draw our hero. s.Player.Draw(d.Engine) // Draw out bounding boxes. d.DrawCollisionBox(s.Player) return nil } // movePlayer updates the player's X,Y coordinate based on key pressed. func (s *PlayScene) movePlayer(ev *events.State) { delta := s.Player.Position() var playerSpeed int32 = 8 var gravity int32 = 2 if ev.Down.Now { delta.Y += playerSpeed } if ev.Left.Now { delta.X -= playerSpeed } if ev.Right.Now { delta.X += playerSpeed } if ev.Up.Now { delta.Y -= playerSpeed } // Apply gravity. // var onFloor bool info, ok := doodads.CollidesWithGrid(s.Player, &s.canvas, delta) if ok { // Collision happened with world. } delta = info.MoveTo // Apply gravity if not grounded. if !s.Player.Grounded() { // Gravity has to pipe through the collision checker, too, so it // can't give us a cheated downward boost. delta.Y += gravity } s.Player.MoveTo(delta) } // LoadLevel loads a level from disk. func (s *PlayScene) LoadLevel(filename string) error { s.canvas = render.Grid{} m, err := level.LoadJSON(filename) if err != nil { return err } for _, point := range m.Pixels { pixel := level.Pixel{ X: point.X, Y: point.Y, } s.canvas[pixel] = nil } return nil } // Destroy the scene. func (s *PlayScene) Destroy() error { return nil }