package doodle import ( "fmt" "time" "git.kirsle.net/SketchyMaze/doodle/pkg/balance" "git.kirsle.net/SketchyMaze/doodle/pkg/collision" "git.kirsle.net/SketchyMaze/doodle/pkg/cursor" "git.kirsle.net/SketchyMaze/doodle/pkg/doodads" "git.kirsle.net/SketchyMaze/doodle/pkg/gamepad" "git.kirsle.net/SketchyMaze/doodle/pkg/keybind" "git.kirsle.net/SketchyMaze/doodle/pkg/level" "git.kirsle.net/SketchyMaze/doodle/pkg/levelpack" "git.kirsle.net/SketchyMaze/doodle/pkg/log" "git.kirsle.net/SketchyMaze/doodle/pkg/modal" "git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen" "git.kirsle.net/SketchyMaze/doodle/pkg/physics" "git.kirsle.net/SketchyMaze/doodle/pkg/savegame" "git.kirsle.net/SketchyMaze/doodle/pkg/scripting" "git.kirsle.net/SketchyMaze/doodle/pkg/shmem" "git.kirsle.net/SketchyMaze/doodle/pkg/sprites" "git.kirsle.net/SketchyMaze/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 RememberScrollPosition render.Point // for the Editor quality of life SpawnPoint render.Point // if not zero, overrides Start Flag // If this level was part of a levelpack. The Play Scene will read it // from the levelpack ZIP file in priority over any other location. LevelPack *levelpack.LevelPack // Private variables. d *Doodle drawing *uix.Canvas scripting *scripting.Supervisor running bool deathBarrier int // Y position of death barrier in case of falling OOB. lastCursor render.Point // position of cursor X,Y last tick // Score variables. startTime time.Time // wallclock time when level begins perfectRun bool // set false on first respawn cheated bool // user has entered a cheat code while playing // UI widgets. supervisor *ui.Supervisor screen *ui.Frame // A window sized invisible frame to position UI elements. menubar *ui.MenuBar editButton *ui.Button winLevelPacks *ui.Window // Custom debug labels. debPosition *string debViewport *string debScroll *string debWorldIndex *string debLoadUnload *string // Player character Player *uix.Actor playerPhysics *physics.Mover slipperyPhysics *physics.Mover lastCheckpoint render.Point playerLastDirection float64 // player's heading last tick slippery bool // player is on a slippery surface antigravity bool // Cheat: disable player gravity noclip bool // Cheat: disable player clipping godMode bool // Cheat: player can't die godModeUntil time.Time // Invulnerability timer at respawn. playerJumpCounter int // limit jump length jumpCooldownUntil uint64 // future game tick for jump cooldown (swimming esp.) mustFollowPlayerUntil uint64 // first frames where anvils don't take focus from player // Inventory HUD. Impl. in play_inventory.go invenFrame *ui.Frame invenItems []string // item list invenDoodads map[string]*uix.Canvas // Elapsed Time frame. timerFrame *ui.Frame timerPerfectImage *ui.Image timerImperfectImage *ui.Image timerLabel *ui.Label // Touchscreen controls state. isTouching bool playerIsIdle bool // LoopTouchable watches for inactivity on input controls. idleLastStart time.Time idleHelpAlpha int // fade in UI hints } // 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)) // Menu Bar s.menubar = s.setupMenuBar(d) s.screen.Pack(s.menubar, ui.Pack{ Side: ui.N, FillX: true, }) // Level Exit handler. s.scripting.OnLevelExit(s.BeatLevel) s.scripting.OnLevelFail(s.FailLevel) s.scripting.OnSetCheckpoint(s.SetCheckpoint) // Initialize debug overlay values. s.debPosition = new(string) s.debViewport = new(string) s.debScroll = new(string) s.debWorldIndex = new(string) s.debLoadUnload = new(string) customDebugLabels = []debugLabel{ {"Pixel:", s.debWorldIndex}, {"Player:", s.debPosition}, {"Viewport:", s.debViewport}, {"Scroll:", s.debScroll}, {"Chunks:", s.debLoadUnload}, } // 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() // Set up the elapsed time frame. { s.timerFrame = ui.NewFrame("Elapsed Timer") // Set the gold and silver images. gold, _ := sprites.LoadImage(s.d.Engine, balance.GoldCoin) silver, _ := sprites.LoadImage(s.d.Engine, balance.SilverCoin) s.timerPerfectImage = gold s.timerImperfectImage = silver s.timerLabel = ui.NewLabel(ui.Label{ Text: "00:00", Font: balance.TimerFont, }) if s.timerPerfectImage != nil { s.timerFrame.Pack(s.timerPerfectImage, ui.Pack{ Side: ui.W, PadX: 2, }) } if s.timerImperfectImage != nil { s.timerFrame.Pack(s.timerImperfectImage, ui.Pack{ Side: ui.W, PadX: 2, }) s.timerImperfectImage.Hide() } s.timerFrame.Pack(s.timerLabel, ui.Pack{ Side: ui.W, PadX: 2, }) s.screen.Place(s.timerFrame, ui.Place{ Top: 40, Left: 40, }) } // Initialize the drawing canvas. s.drawing = uix.NewCanvas(balance.ChunkSize, false) s.drawing.Name = "play-canvas" s.drawing.Compute(d.Engine) // Handler when an actor touches water or fire. s.drawing.OnLevelCollision = func(a *uix.Actor, col *collision.Collide) { a.SetWet(col.InWater) 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 } // Slippery floor? s.slippery = col.IsSlippery } // Handle a doodad changing the player character. s.drawing.OnSetPlayerCharacter = s.SetPlayerCharacter s.drawing.OnResetTimer = s.ResetTimer // 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) } // Choose a death barrier in case the user falls off the map, // so they don't fall forever. worldSize := s.Level.Chunker.WorldSize() s.deathBarrier = worldSize.H + 1000 log.Debug("Death barrier at %d", s.deathBarrier) // 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(balance.PlayerCharacterDoodad) if s.CanEdit { d.Flash("Entered Play Mode. Press 'E' to edit this map.") } else { d.FlashError("%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.drawing.LoadUnloadChunks(true) // Gamepad: put into GameplayMode. gamepad.SetMode(gamepad.GameplayMode) // Run all the actor scripts' main() functions. if err := s.drawing.InstallScripts(); err != nil { log.Error("PlayScene.Setup: failed to drawing.InstallScripts: %s", err) } s.startTime = time.Now() s.perfectRun = true s.running = true // // Cap the canvas size in case the user has an ultra HD monitor that's bigger // // than a bounded level's limits. // s.screen.Compute(d.Engine) // s.PlaceResizeCanvas() return nil } // PlaceResizeCanvas updates the Canvas size and placement on the screen, // e.g. if an ultra HD monitor plays a Bounded level where the entirety of a // level bounds is on-screen, the drawing should be cut there and the // canvas centered. func (s *PlayScene) PlaceResizeCanvas() { var ( width = s.d.width height = s.d.height menubar = 0 ) if s.menubar != nil { menubar = s.menubar.Size().H height -= menubar } if s.Level != nil && s.Level.PageType >= level.Bounded { if s.Level.MaxWidth < int64(width) { width = int(s.Level.MaxWidth) } if s.Level.MaxHeight < int64(height) { height = int(s.Level.MaxHeight) } } s.drawing.Resize(render.NewRect(width, height)) s.drawing.MoveTo(render.Point{ X: (s.d.width / 2) - (width / 2), Y: menubar, }) } // SetPlayerCharacter changes the doodad used for the player, by destroying the // current player character and making it from scratch. func (s *PlayScene) SetPlayerCharacter(filename string) { // Record the player position and size and back up their inventory. var ( spawn = s.Player.Position() inventory = s.Player.Inventory() ) // TODO: to account for different height players, the position ought to be // adjusted so the player doesn't clip and fall thru the floor. spawn.Y -= 20 // work-around s.Player.Destroy() s.drawing.RemoveActor(s.Player) log.Info("SetPlayerCharacter: %s", filename) s.installPlayerDoodad(filename, spawn, render.Rect{}) if err := s.drawing.InstallScripts(); err != nil { log.Error("SetPlayerCharacter: InstallScripts: %s", err) } // Restore their inventory. for item, qty := range inventory { s.Player.AddItem(item, qty) } } // ResetTimer sets the level elapsed timer back to zero. func (s *PlayScene) ResetTimer() { s.startTime = time.Now() } // setupPlayer creates and configures the Player Character in the level. func (s *PlayScene) setupPlayer(playerCharacterFilename string) { // Find the spawn point of the player. Search the level for the // "start-flag.doodad" var ( isStartFlagCharacter bool spawn render.Point centerIn render.Rect flag = &level.Actor{} flagSize = render.NewRect(86, 86) // TODO: start-flag.doodad is 86x86 px flagCount int ) for actorID, actor := range s.Level.Actors { if actor.Filename == "start-flag.doodad" { // Support alternative player characters: if the Start Flag is linked // to another actor, that actor becomes the player character. for _, linkID := range actor.Links { if linkedActor, ok := s.Level.Actors[linkID]; ok { playerCharacterFilename = linkedActor.Filename isStartFlagCharacter = true log.Info("Playing as: %s", playerCharacterFilename) break } } // TODO: start-flag.doodad is 86x86 pixels but we can't tell that // from right here. log.Info("Found start-flag.doodad at %s (ID %s)", actor.Point, actorID) flag = actor flagCount++ break } } // If the user is cheating for the player character, mark the // session cheated already. e.g. "Play as Bird" cheat would let // them just fly to the goal in levels that don't link their // Start Flag to a specific character. if !isStartFlagCharacter && !balance.IsPlayerCharacterDefault() { log.Warn("Mark session as cheated: the player spawned as %s instead of default", playerCharacterFilename) s.SetCheated() } // The Start Flag becomes the player's initial checkpoint. s.lastCheckpoint = flag.Point if !s.SpawnPoint.IsZero() { spawn = s.SpawnPoint } else { spawn = flag.Point centerIn = render.Rect{ W: flagSize.W, H: flagSize.H, } } // Surface warnings around the spawn flag. if flagCount == 0 { s.d.FlashError("Warning: this level contained no Start Flag.") } else if flagCount > 1 { s.d.FlashError("Warning: this level contains multiple Start Flags. Player spawn point is ambiguous.") } s.installPlayerDoodad(playerCharacterFilename, spawn, centerIn) // Scroll the level canvas to center on the start point. scroll := render.Point{ X: -(spawn.X - (s.d.width / 2)), Y: -(spawn.Y - (s.d.height / 2)), } log.Info("Scrolling level viewport to spawn (%s) location: %s", spawn, scroll) s.drawing.ScrollTo(scroll) } // Load and install the player doodad onto the level. // Make sure the previous PLAYER was removed. // If spawn is zero, uses the player's last spawn point. // centerIn is optional, ignored if zero. func (s *PlayScene) installPlayerDoodad(filename string, spawn render.Point, centerIn render.Rect) { // Load in the player character. player, err := doodads.LoadFromEmbeddable(filename, s.Level) if err != nil { log.Error("PlayScene.Setup: failed to load player doodad: %s", err) player = doodads.NewDummy(32) } // Center the player within the box of the doodad, for the Start Flag especially. if !centerIn.IsZero() { spawn = render.NewPoint( spawn.X+(centerIn.W/2)-(player.Layers[0].Chunker.Size/2), // Y: the bottom of the flag, 4 pixels from the floor. spawn.Y+centerIn.H-4-(player.Layers[0].Chunker.Size), ) } else if spawn.IsZero() && !s.SpawnPoint.IsZero() { spawn = s.SpawnPoint } s.Player = uix.NewActor("PLAYER", &level.Actor{Filename: filename}, player) s.Player.SetInventory(true) // player always can pick up items 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), Acceleration: balance.PlayerAcceleration, Friction: balance.PlayerFriction, } s.slipperyPhysics = &physics.Mover{ MaxSpeed: s.playerPhysics.MaxSpeed, Acceleration: balance.SlipperyAcceleration, Friction: balance.SlipperyFriction, } // Set up the player character's script in the VM. if err := s.scripting.AddLevelScript(s.Player.ID(), s.Player.Actor.Filename); err != nil { log.Error("PlayScene.Setup: scripting.InstallActor(player) failed: %s", err) } } // EditLevel toggles out of Play Mode to edit the level. func (s *PlayScene) EditLevel() { log.Info("Edit Mode, Go!") // If they didn't come from the Level Editor originally, e.g. they are in Story Mode, // confirm they want the editor in case they accidentally hit the "E" key due to // its proximity to the WASD keys. if !s.CanEdit { modal.Confirm("Open this level in the editor?").Then(s.doEditLevel) } else { s.doEditLevel() } } // Common logic to transition into the Editor. func (s *PlayScene) doEditLevel() { gamepad.SetMode(gamepad.MouseMode) s.d.Goto(&EditorScene{ Filename: s.Filename, Level: s.Level, RememberScrollPosition: s.RememberScrollPosition, }) } // RestartLevel starts the level over again. func (s *PlayScene) RestartLevel() { log.Info("Restart Level") s.d.Goto(&PlayScene{ LevelPack: s.LevelPack, Filename: s.Filename, Level: s.Level, CanEdit: s.CanEdit, }) } // SetCheckpoint sets the player's checkpoint. func (s *PlayScene) SetCheckpoint(where render.Point) { s.lastCheckpoint = where } // RetryCheckpoint moves the player back to their last checkpoint. func (s *PlayScene) RetryCheckpoint() { // Grant the player invulnerability for 5 seconds s.godModeUntil = time.Now().Add(balance.RespawnGodModeTimer) log.Info("Move player back to last checkpoint") s.Player.MoveTo(s.lastCheckpoint) s.running = true } // BeatLevel handles the level success condition. func (s *PlayScene) BeatLevel() { s.d.Flash("Hurray!") s.ShowEndLevelModal( true, "Level Completed", "Congratulations on clearing the level!", ) } /* FailLevel handles a level failure triggered by a doodad or fire pixel. If the Survival GameRule is set, this ends the level with a note on how long the player had survived for and they get a silver rating. */ func (s *PlayScene) FailLevel(message string) { if s.Player.Invulnerable() || s.godMode || s.godModeUntil.After(time.Now()) { return } s.SetImperfect() s.d.FlashError(message) if s.Level.GameRule.Survival { s.ShowEndLevelModal( false, "You've died!", fmt.Sprintf( "%s\nCongrats on surviving for %s!", message, savegame.FormatDuration(time.Since(s.startTime)), ), ) return } s.ShowEndLevelModal( false, "You've died!", message, ) } // DieByFire ends the level by "fire", or w/e the swatch is named. func (s *PlayScene) DieByFire(name string) { s.FailLevel(fmt.Sprintf("Watch out for %s!", name)) } // SetImperfect sets the perfectRun flag to false and changes the icon for the timer. func (s *PlayScene) SetImperfect() { if s.cheated { return } s.perfectRun = false if s.timerPerfectImage != nil { s.timerPerfectImage.Hide() } if s.timerImperfectImage != nil { s.timerImperfectImage.Show() } } // SetCheated marks the level as having been cheated. The developer shell will call // this if the user enters a cheat code during gameplay. func (s *PlayScene) SetCheated() { s.cheated = true s.perfectRun = false // Hide both timer icons. if s.timerPerfectImage != nil { s.timerPerfectImage.Hide() } if s.timerImperfectImage != nil { s.timerImperfectImage.Hide() } } // GetCheated gives read-only access to tell if you have been cheating. However, by // querying this in the dev console during gameplay, you would be marked as cheating. ;) func (s *PlayScene) GetCheated() bool { return s.cheated } // ShowEndLevelModal centralizes the EndLevel modal config. // This is the common handler function between easy methods such as // BeatLevel, FailLevel, and DieByFire. func (s *PlayScene) ShowEndLevelModal(success bool, title, message string) { // Always restore the cursor. cursor.Current = cursor.NewPointer(s.d.Engine) config := modal.ConfigEndLevel{ Engine: s.d.Engine, Success: success, OnRestartLevel: s.RestartLevel, OnRetryCheckpoint: s.RetryCheckpoint, OnExitToMenu: func() { gamepad.SetMode(gamepad.MouseMode) s.d.Goto(&MainScene{}) }, } if s.CanEdit { config.OnEditLevel = s.EditLevel } // Survival Mode failure? The level is considered completed even if you // die (silver high score) but the default button should be Retry rather // than Next Level. var survivalFailure bool if !success && s.Level.GameRule.Survival { survivalFailure = true success = true // level is completed } // Beaten the level? if success { config.OnRetryCheckpoint = nil // Are we in a levelpack? if s.LevelPack != nil { // Update the savegame to mark the level completed. save, err := savegame.GetOrCreate() if err != nil { log.Warn("Load savegame file: %s", err) } log.Info("Mark level '%s' from pack '%s' as completed", s.Filename, s.LevelPack.Filename) if !s.cheated { elapsed := time.Since(s.startTime) highscore := save.NewHighScore(s.LevelPack.Filename, s.Filename, s.perfectRun, elapsed, s.Level.GameRule) if highscore { s.d.Flash("New record!") config.NewRecord = true config.IsPerfect = s.perfectRun config.TimeElapsed = elapsed } } else { // Player has cheated! Mark the level completed but grant no high score. save.MarkCompleted(s.LevelPack.Filename, s.Filename) } // Save the player's scores file. if err = save.Save(); err != nil { log.Error("Couldn't save game: %s", err) } // Show the "Next Level" button if there is a sequel to this level. for i, level := range s.LevelPack.Levels { i := i level := level if level.Filename == s.Filename && i < len(s.LevelPack.Levels)-1 { // Show "Next" button! config.OnNextLevel = func() { nextLevel := s.LevelPack.Levels[i+1] log.Info("Advance to next level: %s", nextLevel.Filename) s.d.PlayFromLevelpack(*s.LevelPack, nextLevel) } } } } } // Survival Mode failures: the Retry buttons should be higher // priority than Next Level but they still get the (pity) // Next Level button. if survivalFailure { config.OnPityNextLevel = config.OnNextLevel config.OnNextLevel = nil } // Show the modal. modal.EndLevel(config, title, message) // 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 } // Inform the gamepad controller whether we have antigravity controls. gamepad.PlayModeAntigravity = s.antigravity || !s.Player.HasGravity() // 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() inside, outside := s.drawing.LoadUnloadMetrics() *s.debLoadUnload = fmt.Sprintf("%d in %d out %d cached %d gc", inside, outside, s.drawing.Chunker().CacheSize(), s.drawing.Chunker().GCSize()) // Update the timer. s.timerLabel.Text = savegame.FormatDuration(time.Since(s.startTime)) s.supervisor.Loop(ev) // Has the window been resized? if ev.WindowResized || s.drawing.Point().IsZero() { s.PlaceResizeCanvas() s.screen.Resize(render.NewRect(d.width, d.height)) return nil } // Switching to Edit Mode? if 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) } // Touch regions. s.LoopTouchable(ev) // Hide the mouse cursor if a gameplay input was received. if keybind.Right(ev) || keybind.Left(ev) || keybind.Up(ev) || keybind.Down(ev) || keybind.Use(ev) { cursor.Current = cursor.NoCursor } else if s.lastCursor != shmem.Cursor { cursor.Current = cursor.NewPointer(s.d.Engine) } s.lastCursor = shmem.Cursor s.movePlayer(ev) if err := s.drawing.Loop(ev); err != nil { log.Error("Drawing loop error: %s", err.Error()) } // Check if the player hit the death barrier. if s.Player.Position().Y > s.deathBarrier { // The player must die to avoid the softlock of falling forever. s.godMode = false s.Player.SetInvulnerable(false) s.DieByFire("falling off the map") } // 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(balance.WindowBackground) // Draw the canvas widget. 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()) // Visualize the touch regions? s.DrawTouchable() // Let Supervisor draw menus s.supervisor.Present(d.Engine) return nil } // 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. // // If the PlayScene was called with a LevelPack, it will check there // first before the usual locations. // // The usual locations are: embedded bindata, ./assets folder on disk, // and user content finally. func (s *PlayScene) LoadLevel(filename string) error { s.Filename = filename var ( lvl *level.Level err error ) // Are we playing out of a levelpack? if s.LevelPack != nil { levelbin, err := s.LevelPack.GetData("levels/" + filename) if err != nil { log.Error("Error reading levels/%s from zip: %s", filename, err) } lvl, err = level.FromJSON(filename, levelbin) if err != nil { log.Error("PlayScene.LoadLevel(%s) from zipfile: %s", filename, err) } log.Info("PlayScene.LoadLevel: found %s in LevelPack zip data", filename) } // Try the usual suspects. if lvl == nil { log.Info("PlayScene.LoadLevel: trying the usual places") lvl, err = level.LoadFile(filename) if err != nil { return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err) } } s.Level = lvl s.drawing.LoadLevel(s.Level) s.drawing.InstallActors(s.Level.Actors) return nil } // Destroy the scene. func (s *PlayScene) Destroy() error { // Free SDL2 textures. Note: if they are switching to the Editor, the chunks still have // their bitmaps cached and will regen the textures as needed. s.drawing.Destroy() // Free inventory doodad textures. for _, can := range s.invenDoodads { log.Info("Destroy inventory doodad: %s", can) can.Destroy() } return nil }