doodle/doodle.go
Noah Petherbridge e1cbff8c3f Add Palette Window and Palette Support to Edit Mode
* Add ui.Window to easily create reusable windows with titles.
* Add a palette window (panel) to the right edge of the Edit Mode.
  * Has Radio Buttons listing the colors available in the palette.
* Add palette support to Edit Mode so when you draw pixels, they take
  on the color and attributes of the currently selected Swatch in your
  palette.
* Revise the on-disk format to better serialize the Palette object to
  JSON.
* Break Play Mode: collision detection fails because the Grid key
  elements are now full Pixel objects (which retain their Palette and
  Swatch properties).
  * The Grid will need to be re-worked to separate X,Y coordinates from
    the Pixel metadata to just test "is something there, and what is
    it?"
2018-08-10 17:19:47 -07:00

187 lines
3.5 KiB
Go

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
}