Noah Petherbridge
c8620f871e
* Add new pkg/drawtool with utilities to abstract away drawing actions into Strokes and track undo/redo History for them. * The freehand Pencil tool in EditorMode has been refactored to create a Stroke of Shape=Freehand and queue up its world pixels there instead of directly modifying the level chunker in real time. When the mouse button is released, the freehand Stroke is committed to the level chunker and added to the UndoHistory. * UndoHistory is (temporarily) stored with the level.Level so it can survive trips to PlayScene and back, but is not stored as JSON on disk. * Ctrl-Z and Ctrl-Y in EditorMode for undo and redo, respectively.
405 lines
9.7 KiB
Go
405 lines
9.7 KiB
Go
package doodle
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import (
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"fmt"
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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/doodads"
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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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// PlayScene manages the "Edit Level" game mode.
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type PlayScene struct {
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// Configuration attributes.
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Filename string
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Level *level.Level
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CanEdit bool // i.e. you came from the Editor Mode
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HasNext bool // has a next level to load next
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// Private variables.
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d *Doodle
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drawing *uix.Canvas
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scripting *scripting.Supervisor
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running bool
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// UI widgets.
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supervisor *ui.Supervisor
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editButton *ui.Button
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// The alert box shows up when the level goal is reached and includes
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// buttons what to do next.
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alertBox *ui.Window
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alertReplayButton *ui.Button // Replay level
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alertEditButton *ui.Button // Edit Level
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alertNextButton *ui.Button // Next Level
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alertExitButton *ui.Button // Exit to menu
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// Custom debug labels.
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debPosition *string
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debViewport *string
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debScroll *string
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debWorldIndex *string
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// Player character
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Player *uix.Actor
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}
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// Name of the scene.
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func (s *PlayScene) Name() string {
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return "Play"
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}
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// Setup the play scene.
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func (s *PlayScene) Setup(d *Doodle) error {
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s.d = d
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s.scripting = scripting.NewSupervisor()
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s.supervisor = ui.NewSupervisor()
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// Level Exit handler.
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s.SetupAlertbox()
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s.scripting.OnLevelExit(func() {
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d.Flash("Hurray!")
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// Pause the simulation.
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s.running = false
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// Toggle the relevant buttons on.
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if s.CanEdit {
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s.alertEditButton.Show()
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}
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if s.HasNext {
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s.alertNextButton.Show()
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}
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// Always-visible buttons.
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s.alertReplayButton.Show()
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s.alertExitButton.Show()
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// Show the alert box.
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s.alertBox.Show()
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})
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// Initialize debug overlay values.
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s.debPosition = new(string)
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s.debViewport = new(string)
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s.debScroll = new(string)
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s.debWorldIndex = new(string)
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customDebugLabels = []debugLabel{
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{"Pixel:", s.debWorldIndex},
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{"Player:", s.debPosition},
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{"Viewport:", s.debViewport},
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{"Scroll:", s.debScroll},
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}
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// Initialize the "Edit Map" button.
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s.editButton = ui.NewButton("Edit", ui.NewLabel(ui.Label{
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Text: "Edit (E)",
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Font: balance.PlayButtonFont,
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}))
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s.editButton.Handle(ui.Click, func(p render.Point) {
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s.EditLevel()
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})
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s.supervisor.Add(s.editButton)
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// Initialize the drawing canvas.
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s.drawing = uix.NewCanvas(balance.ChunkSize, false)
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s.drawing.Name = "play-canvas"
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s.drawing.MoveTo(render.Origin)
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s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
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s.drawing.Compute(d.Engine)
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// Given a filename or map data to play?
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if s.Level != nil {
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log.Debug("PlayScene.Setup: received level from scene caller")
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s.drawing.LoadLevel(d.Engine, s.Level)
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s.drawing.InstallActors(s.Level.Actors)
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} else if s.Filename != "" {
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log.Debug("PlayScene.Setup: loading map from file %s", s.Filename)
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// NOTE: s.LoadLevel also calls s.drawing.InstallActors
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s.LoadLevel(s.Filename)
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}
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if s.Level == nil {
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log.Debug("PlayScene.Setup: no grid given, initializing empty grid")
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s.Level = level.New()
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s.drawing.LoadLevel(d.Engine, s.Level)
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s.drawing.InstallActors(s.Level.Actors)
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}
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// Load all actor scripts.
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s.drawing.SetScriptSupervisor(s.scripting)
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if err := s.scripting.InstallScripts(s.Level); err != nil {
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log.Error("PlayScene.Setup: failed to InstallScripts: %s", err)
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}
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// Load in the player character.
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player, err := doodads.LoadFile("azu-blu.doodad")
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if err != nil {
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log.Error("PlayScene.Setup: failed to load player doodad: %s", err)
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player = doodads.NewDummy(32)
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}
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s.Player = uix.NewActor("PLAYER", &level.Actor{}, player)
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s.Player.MoveTo(render.NewPoint(128, 128))
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s.drawing.AddActor(s.Player)
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s.drawing.FollowActor = s.Player.ID()
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// Set up the player character's script in the VM.
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if err := s.scripting.AddLevelScript(s.Player.ID()); err != nil {
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log.Error("PlayScene.Setup: scripting.InstallActor(player) failed: %s", err)
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}
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// Run all the actor scripts' main() functions.
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if err := s.drawing.InstallScripts(); err != nil {
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log.Error("PlayScene.Setup: failed to drawing.InstallScripts: %s", err)
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}
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d.Flash("Entered Play Mode. Press 'E' to edit this map.")
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s.running = true
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return nil
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}
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// SetupAlertbox configures the alert box UI.
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func (s *PlayScene) SetupAlertbox() {
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window := ui.NewWindow("Level Completed")
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window.Configure(ui.Config{
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Width: 320,
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Height: 160,
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Background: render.Grey,
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})
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window.Compute(s.d.Engine)
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{
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frame := ui.NewFrame("Open Drawing Frame")
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window.Pack(frame, ui.Pack{
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Anchor: ui.N,
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Fill: true,
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Expand: true,
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})
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/******************
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* Frame for selecting User Levels
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******************/
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label1 := ui.NewLabel(ui.Label{
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Text: "Congratulations on clearing the level!",
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Font: balance.LabelFont,
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})
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frame.Pack(label1, ui.Pack{
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Anchor: ui.N,
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FillX: true,
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PadY: 16,
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})
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/******************
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* Confirm/cancel buttons.
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******************/
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bottomFrame := ui.NewFrame("Button Frame")
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frame.Pack(bottomFrame, ui.Pack{
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Anchor: ui.N,
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FillX: true,
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PadY: 8,
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})
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// Button factory for the various options.
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makeButton := func(text string, handler func()) *ui.Button {
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btn := ui.NewButton(text, ui.NewLabel(ui.Label{
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Font: balance.LabelFont,
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Text: text,
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}))
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btn.Handle(ui.Click, func(p render.Point) {
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handler()
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})
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bottomFrame.Pack(btn, ui.Pack{
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Anchor: ui.W,
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PadX: 2,
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})
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s.supervisor.Add(btn)
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btn.Hide() // all buttons hidden by default
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return btn
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}
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s.alertReplayButton = makeButton("Play Again", func() {
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s.RestartLevel()
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})
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s.alertEditButton = makeButton("Edit Level", func() {
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s.EditLevel()
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})
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s.alertNextButton = makeButton("Next Level", func() {
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s.d.Flash("Not Implemented")
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})
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s.alertExitButton = makeButton("Exit to Menu", func() {
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s.d.Goto(&MainScene{})
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})
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}
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s.alertBox = window
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s.alertBox.Hide()
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}
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// EditLevel toggles out of Play Mode to edit the level.
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func (s *PlayScene) EditLevel() {
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log.Info("Edit Mode, Go!")
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s.d.Goto(&EditorScene{
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Filename: s.Filename,
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Level: s.Level,
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})
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}
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// RestartLevel starts the level over again.
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func (s *PlayScene) RestartLevel() {
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log.Info("Restart Level")
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s.d.Goto(&PlayScene{
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Filename: s.Filename,
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Level: s.Level,
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CanEdit: s.CanEdit,
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})
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}
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// Loop the editor scene.
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func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
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// Update debug overlay values.
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*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)).String()
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*s.debPosition = s.Player.Position().String() + " vel " + s.Player.Velocity().String()
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*s.debViewport = s.drawing.Viewport().String()
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*s.debScroll = s.drawing.Scroll.String()
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s.supervisor.Loop(ev)
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// Has the window been resized?
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if resized := ev.Resized.Now; resized {
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w, h := d.Engine.WindowSize()
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if w != d.width || h != d.height {
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d.width = w
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d.height = h
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s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
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return nil
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}
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}
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// Switching to Edit Mode?
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if s.CanEdit && ev.KeyName.Read() == "e" {
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s.EditLevel()
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return nil
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}
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// Is the simulation still running?
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if s.running {
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// Loop the script supervisor so timeouts/intervals can fire in scripts.
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if err := s.scripting.Loop(); err != nil {
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log.Error("PlayScene.Loop: scripting.Loop: %s", err)
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}
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s.movePlayer(ev)
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if err := s.drawing.Loop(ev); err != nil {
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log.Error("Drawing loop error: %s", err.Error())
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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 *PlayScene) 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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// Draw the level.
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s.drawing.Present(d.Engine, s.drawing.Point())
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// Draw out bounding boxes.
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d.DrawCollisionBox(s.Player)
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// Draw the Edit button.
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var (
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canSize = s.drawing.Size()
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size = s.editButton.Size()
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padding int32 = 8
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)
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s.editButton.Present(d.Engine, render.Point{
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X: canSize.W - size.W - padding,
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Y: canSize.H - size.H - padding,
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})
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// Draw the alert box window.
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if !s.alertBox.Hidden() {
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s.alertBox.Compute(d.Engine)
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s.alertBox.MoveTo(render.Point{
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X: int32(d.width/2) - (s.alertBox.Size().W / 2),
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Y: int32(d.height/2) - (s.alertBox.Size().H / 2),
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})
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s.alertBox.Present(d.Engine, s.alertBox.Point())
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}
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return nil
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}
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// movePlayer updates the player's X,Y coordinate based on key pressed.
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func (s *PlayScene) movePlayer(ev *events.State) {
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var playerSpeed = int32(balance.PlayerMaxVelocity)
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// var gravity = int32(balance.Gravity)
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var velocity render.Point
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if ev.Down.Now {
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velocity.Y = playerSpeed
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}
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if ev.Left.Now {
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velocity.X = -playerSpeed
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}
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if ev.Right.Now {
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velocity.X = playerSpeed
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}
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if ev.Up.Now {
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velocity.Y = -playerSpeed
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}
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// // Apply gravity if not grounded.
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// if !s.Player.Grounded() {
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// // Gravity has to pipe through the collision checker, too, so it
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// // can't give us a cheated downward boost.
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// velocity.Y += gravity
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// }
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s.Player.SetVelocity(velocity)
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// TODO: invoke the player OnKeypress for animation testing
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// if velocity != render.Origin {
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s.scripting.To(s.Player.ID()).Events.RunKeypress(ev)
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// }
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}
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// Drawing returns the private world drawing, for debugging with the console.
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func (s *PlayScene) Drawing() *uix.Canvas {
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return s.drawing
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}
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// LoadLevel loads a level from disk.
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func (s *PlayScene) LoadLevel(filename string) error {
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s.Filename = filename
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level, err := level.LoadFile(filename)
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if err != nil {
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return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err)
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}
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s.Level = level
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s.drawing.LoadLevel(s.d.Engine, s.Level)
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s.drawing.InstallActors(s.Level.Actors)
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return nil
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}
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// Destroy the scene.
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func (s *PlayScene) Destroy() error {
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return nil
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}
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