package doodle import ( "time" "git.kirsle.net/apps/doodle/render" "github.com/kirsle/golog" ) const ( // Version number. Version = "0.0.1-alpha" // TargetFPS is the frame rate to cap the game to. TargetFPS = 1000 / 60 // 60 FPS // Millisecond64 is a time.Millisecond casted to float64. Millisecond64 = float64(time.Millisecond) ) // Doodle is the game object. type Doodle struct { Debug bool Engine render.Engine engineReady bool startTime time.Time running bool ticks uint64 width int32 height int32 // Command line shell options. shell Shell Scene Scene } // New initializes the game object. func New(debug bool, engine render.Engine) *Doodle { d := &Doodle{ Debug: debug, Engine: engine, startTime: time.Now(), running: true, width: 800, height: 600, } d.shell = NewShell(d) if !debug { log.Config.Level = golog.InfoLevel } return d } // SetupEngine sets up the rendering engine. func (d *Doodle) SetupEngine() error { if err := d.Engine.Setup(); err != nil { return err } d.engineReady = true return nil } // Run initializes SDL and starts the main loop. func (d *Doodle) Run() error { if !d.engineReady { if err := d.SetupEngine(); err != nil { return err } } // Set up the default scene. if d.Scene == nil { // d.Goto(&GUITestScene{}) d.NewMap() // d.Goto(&MainScene{}) } log.Info("Enter Main Loop") for d.running { d.Engine.Clear(render.White) start := time.Now() // Record how long this frame took. d.ticks++ // Poll for events. ev, err := d.Engine.Poll() if err != nil { log.Error("event poll error: %s", err) d.running = false break } // Command line shell. if d.shell.Open { } else if ev.EnterKey.Read() { log.Debug("Shell: opening shell") d.shell.Open = true } else { // Global event handlers. if ev.EscapeKey.Read() { log.Error("Escape key pressed, shutting down") d.running = false break } // Run the scene's logic. err = d.Scene.Loop(d, ev) if err != nil { return err } } // Draw the scene. d.Scene.Draw(d) // Draw the shell. err = d.shell.Draw(d, ev) if err != nil { log.Error("shell error: %s", err) d.running = false break } // Draw the debug overlay over all scenes. d.DrawDebugOverlay() // Render the pixels to the screen. err = d.Engine.Present() if err != nil { log.Error("draw error: %s", err) d.running = false break } // Delay to maintain the target frames per second. 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) // Consume any lingering key sym. ev.KeyName.Read() } log.Warn("Main Loop Exited! Shutting down...") return nil } // NewMap loads a new map in Edit Mode. func (d *Doodle) NewMap() { log.Info("Starting a new map") scene := &EditorScene{} d.Goto(scene) } // EditLevel loads a map from JSON into the EditorScene. func (d *Doodle) EditLevel(filename string) error { log.Info("Loading level from file: %s", filename) scene := &EditorScene{ Filename: filename, OpenFile: true, } d.Goto(scene) return nil } // PlayLevel loads a map from JSON into the PlayScene. func (d *Doodle) PlayLevel(filename string) error { log.Info("Loading level from file: %s", filename) scene := &PlayScene{ Filename: filename, } d.Goto(scene) return nil }