package doodle import ( "fmt" "git.kirsle.net/apps/doodle/lib/events" "git.kirsle.net/apps/doodle/lib/render" "git.kirsle.net/apps/doodle/pkg/balance" "git.kirsle.net/apps/doodle/pkg/doodads/dummy" "git.kirsle.net/apps/doodle/pkg/level" "git.kirsle.net/apps/doodle/pkg/log" "git.kirsle.net/apps/doodle/pkg/scripting" "git.kirsle.net/apps/doodle/pkg/uix" ) // PlayScene manages the "Edit Level" game mode. type PlayScene struct { // Configuration attributes. Filename string Level *level.Level // Private variables. d *Doodle drawing *uix.Canvas scripting *scripting.Supervisor // Custom debug labels. debPosition *string debViewport *string debScroll *string debWorldIndex *string // Player character Player *uix.Actor } // 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() // 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 drawing canvas. s.drawing = uix.NewCanvas(balance.ChunkSize, false) s.drawing.Name = "play-canvas" s.drawing.MoveTo(render.Origin) s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height))) s.drawing.Compute(d.Engine) // Given a filename or map data to play? if s.Level != nil { log.Debug("PlayScene.Setup: received level from scene caller") s.drawing.LoadLevel(d.Engine, s.Level) s.drawing.InstallActors(s.Level.Actors) } else if 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(d.Engine, s.Level) s.drawing.InstallActors(s.Level.Actors) } // 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) } if err := s.drawing.InstallScripts(); err != nil { log.Error("PlayScene.Setup: failed to drawing.InstallScripts: %s", err) } player := dummy.NewPlayer() s.Player = uix.NewActor(player.ID(), &level.Actor{}, player.Doodad) s.Player.MoveTo(render.NewPoint(128, 128)) s.drawing.AddActor(s.Player) s.drawing.FollowActor = s.Player.ID() 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 { // Update debug overlay values. *s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)).String() *s.debPosition = s.Player.Position().String() + " vel " + s.Player.Velocity().String() *s.debViewport = s.drawing.Viewport().String() *s.debScroll = s.drawing.Scroll.String() // Has the window been resized? if resized := ev.Resized.Read(); resized { w, h := d.Engine.WindowSize() if w != d.width || h != d.height { d.width = w d.height = h s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height))) return nil } } // Switching to Edit Mode? if ev.KeyName.Read() == "e" { log.Info("Edit Mode, Go!") d.Goto(&EditorScene{ Filename: s.Filename, Level: s.Level, }) return nil } // 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()) } 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) // Draw the level. s.drawing.Present(d.Engine, s.drawing.Point()) // 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) { var playerSpeed = int32(balance.PlayerMaxVelocity) var gravity = int32(balance.Gravity) var velocity render.Point if ev.Down.Now { velocity.Y = playerSpeed } if ev.Left.Now { velocity.X = -playerSpeed } if ev.Right.Now { velocity.X = playerSpeed } if ev.Up.Now { velocity.Y = -playerSpeed } // 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. velocity.Y += gravity } s.Player.SetVelocity(velocity) } // 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.LoadJSON(filename) if err != nil { return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err) } s.Level = level s.drawing.LoadLevel(s.d.Engine, s.Level) // s.drawing.InstallActors(s.Level.Actors) return nil } // Destroy the scene. func (s *PlayScene) Destroy() error { return nil }