package doodle import ( "fmt" "time" "git.kirsle.net/apps/doodle/events" "git.kirsle.net/apps/doodle/render" "github.com/kirsle/golog" "github.com/veandco/go-sdl2/sdl" "github.com/veandco/go-sdl2/ttf" ) 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 startTime time.Time running bool ticks uint64 events *events.State width int32 height int32 scene Scene window *sdl.Window renderer *sdl.Renderer } // New initializes the game object. func New(debug bool) *Doodle { d := &Doodle{ Debug: debug, startTime: time.Now(), events: events.New(), running: true, width: 800, height: 600, } if !debug { log.Config.Level = golog.InfoLevel } return d } // Run initializes SDL and starts the main loop. func (d *Doodle) Run() error { // Initialize SDL. log.Info("Initializing SDL") if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil { return err } defer sdl.Quit() // Initialize SDL_TTF. log.Info("Initializing SDL_TTF") if err := ttf.Init(); err != nil { return err } // Create our window. log.Info("Creating the Main Window") window, err := sdl.CreateWindow( "Doodle v"+Version, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, d.width, d.height, sdl.WINDOW_SHOWN, ) if err != nil { return err } defer window.Destroy() d.window = window // Blank out the window in white. log.Info("Creating the SDL Renderer") renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED) if err != nil { panic(err) } d.renderer = renderer render.Renderer = renderer defer renderer.Destroy() // Set up the default scene. if d.scene == nil { d.Goto(&EditorScene{}) } log.Info("Enter Main Loop") for d.running { d.ticks++ // Poll for events. _, err := d.events.Poll(d.ticks) if err != nil { log.Error("event poll error: %s", err) return err } // Draw a frame and log how long it took. start := time.Now() err = d.scene.Loop(d) if err != nil { return err } elapsed := time.Now().Sub(start) // Delay to maintain the target frames per second. tmp := elapsed / time.Millisecond var delay uint32 if TargetFPS-int(tmp) > 0 { // make sure it won't roll under delay = uint32(TargetFPS - int(tmp)) } sdl.Delay(delay) // Track how long this frame took to measure FPS over time. d.TrackFPS(delay) } log.Warn("Main Loop Exited! Shutting down...") return nil } // LoadLevel loads a map from JSON into the EditorScene. func (d *Doodle) LoadLevel(filename string) error { log.Info("Loading level from file: %s", filename) scene := &EditorScene{} err := scene.LoadLevel(filename) if err != nil { return err } d.Goto(scene) return nil } // TODO: not a global type Pixel struct { start bool x int32 y int32 dx int32 dy int32 } func (p Pixel) String() string { return fmt.Sprintf("(%d,%d) delta (%d,%d)", p.x, p.y, p.dx, p.dy, ) } // Grid is a 2D grid of pixels in X,Y notation. type Grid map[Pixel]interface{}