Noah Petherbridge
6476a67faf
* Touching "fire" pixels in a level will pop up the End Level alert box saying you've died by fire and can restart the level. * Update level.WriteFile() to prune broken links between actors before save. So when a linked actor is deleted, the leftover link data is cleaned up. * Slight optimization in Canvas.drawStrokes: if either end of the stroke is not within view of the screen, don't show the stroke.
184 lines
3.9 KiB
Go
184 lines
3.9 KiB
Go
package doodle
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import (
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/lib/ui"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/scripting"
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"git.kirsle.net/apps/doodle/pkg/uix"
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)
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// MainScene implements the main menu of Doodle.
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type MainScene struct {
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Supervisor *ui.Supervisor
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frame *ui.Frame
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// Background wallpaper canvas.
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scripting *scripting.Supervisor
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canvas *uix.Canvas
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}
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// Name of the scene.
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func (s *MainScene) Name() string {
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return "Main"
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}
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// Setup the scene.
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func (s *MainScene) Setup(d *Doodle) error {
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s.Supervisor = ui.NewSupervisor()
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if err := s.SetupDemoLevel(d); err != nil {
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return err
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}
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// Main UI button frame.
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frame := ui.NewFrame("frame")
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s.frame = frame
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var buttons = []struct {
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Name string
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Func func()
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}{
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{
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Name: "Play a Level",
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Func: d.GotoPlayMenu,
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},
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{
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Name: "Create a New Level",
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Func: d.GotoNewMenu,
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},
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{
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Name: "Edit a Level",
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Func: d.GotoLoadMenu,
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},
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}
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for _, button := range buttons {
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button := button
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btn := ui.NewButton(button.Name, ui.NewLabel(ui.Label{
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Text: button.Name,
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Font: balance.StatusFont,
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}))
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btn.Handle(ui.Click, func(p render.Point) {
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button.Func()
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})
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s.Supervisor.Add(btn)
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frame.Pack(btn, ui.Pack{
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Anchor: ui.N,
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PadY: 8,
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// Fill: true,
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FillX: true,
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})
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}
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return nil
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}
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// SetupDemoLevel configures the wallpaper behind the New screen,
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// which demos a title screen demo level.
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func (s *MainScene) SetupDemoLevel(d *Doodle) error {
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// Set up the background wallpaper canvas.
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s.canvas = uix.NewCanvas(100, false)
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s.canvas.Scrollable = true
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s.canvas.Resize(render.Rect{
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W: int32(d.width),
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H: int32(d.height),
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})
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s.scripting = scripting.NewSupervisor()
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s.canvas.SetScriptSupervisor(s.scripting)
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// Title screen level to load.
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if lvl, err := level.LoadFile("example1.level"); err == nil {
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s.canvas.LoadLevel(d.Engine, lvl)
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s.canvas.InstallActors(lvl.Actors)
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// Load all actor scripts.
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if err := s.scripting.InstallScripts(lvl); err != nil {
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log.Error("Error with title screen level scripts: %s", err)
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}
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// Run all actors scripts main function to start them off.
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if err := s.canvas.InstallScripts(); err != nil {
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log.Error("Error running actor main() functions: %s", err)
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}
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} else {
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log.Error("Error loading title-screen.level: %s", err)
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}
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return nil
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}
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// Loop the editor scene.
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func (s *MainScene) Loop(d *Doodle, ev *events.State) error {
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s.Supervisor.Loop(ev)
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if err := s.scripting.Loop(); err != nil {
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log.Error("MainScene.Loop: scripting.Loop: %s", err)
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}
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s.canvas.Loop(ev)
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if resized := ev.Resized.Read(); resized {
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w, h := d.Engine.WindowSize()
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d.width = w
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d.height = h
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log.Info("Resized to %dx%d", d.width, d.height)
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s.canvas.Resize(render.Rect{
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W: int32(d.width),
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H: int32(d.height),
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})
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}
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return nil
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}
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// Draw the pixels on this frame.
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func (s *MainScene) Draw(d *Doodle) error {
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// Clear the canvas and fill it with white.
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d.Engine.Clear(render.White)
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s.canvas.Present(d.Engine, render.Origin)
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// Draw a sheen over the level for clarity.
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d.Engine.DrawBox(render.RGBA(255, 255, 254, 128), render.Rect{
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X: 0,
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Y: 0,
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W: int32(d.width),
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H: int32(d.height),
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})
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label := ui.NewLabel(ui.Label{
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Text: branding.AppName,
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Font: render.Text{
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Size: 46,
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Color: render.Pink,
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Stroke: render.SkyBlue,
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Shadow: render.Black,
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},
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})
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label.Compute(d.Engine)
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label.MoveTo(render.Point{
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X: (int32(d.width) / 2) - (label.Size().W / 2),
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Y: 120,
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})
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label.Present(d.Engine, label.Point())
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s.frame.Compute(d.Engine)
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s.frame.MoveTo(render.Point{
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X: (int32(d.width) / 2) - (s.frame.Size().W / 2),
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Y: 260,
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})
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s.frame.Present(d.Engine, s.frame.Point())
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return nil
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}
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// Destroy the scene.
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func (s *MainScene) Destroy() error {
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return nil
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}
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