Noah Petherbridge
e1cbff8c3f
* 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?"
187 lines
3.5 KiB
Go
187 lines
3.5 KiB
Go
package doodle
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import (
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"time"
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"git.kirsle.net/apps/doodle/render"
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"github.com/kirsle/golog"
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)
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const (
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// Version number.
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Version = "0.0.1-alpha"
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// TargetFPS is the frame rate to cap the game to.
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TargetFPS = 1000 / 60 // 60 FPS
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// Millisecond64 is a time.Millisecond casted to float64.
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Millisecond64 = float64(time.Millisecond)
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)
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// Doodle is the game object.
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type Doodle struct {
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Debug bool
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Engine render.Engine
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engineReady bool
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startTime time.Time
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running bool
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ticks uint64
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width int32
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height int32
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// Command line shell options.
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shell Shell
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Scene Scene
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}
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// New initializes the game object.
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func New(debug bool, engine render.Engine) *Doodle {
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d := &Doodle{
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Debug: debug,
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Engine: engine,
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startTime: time.Now(),
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running: true,
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width: 800,
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height: 600,
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}
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d.shell = NewShell(d)
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if !debug {
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log.Config.Level = golog.InfoLevel
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}
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return d
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}
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// SetupEngine sets up the rendering engine.
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func (d *Doodle) SetupEngine() error {
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if err := d.Engine.Setup(); err != nil {
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return err
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}
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d.engineReady = true
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return nil
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}
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// Run initializes SDL and starts the main loop.
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func (d *Doodle) Run() error {
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if !d.engineReady {
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if err := d.SetupEngine(); err != nil {
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return err
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}
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}
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// Set up the default scene.
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if d.Scene == nil {
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// d.Goto(&GUITestScene{})
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d.NewMap()
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// d.Goto(&MainScene{})
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}
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log.Info("Enter Main Loop")
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for d.running {
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d.Engine.Clear(render.White)
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start := time.Now() // Record how long this frame took.
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d.ticks++
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// Poll for events.
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ev, err := d.Engine.Poll()
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if err != nil {
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log.Error("event poll error: %s", err)
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d.running = false
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break
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}
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// Command line shell.
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if d.shell.Open {
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} else if ev.EnterKey.Read() {
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log.Debug("Shell: opening shell")
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d.shell.Open = true
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} else {
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// Global event handlers.
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if ev.EscapeKey.Read() {
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log.Error("Escape key pressed, shutting down")
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d.running = false
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break
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}
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// Run the scene's logic.
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err = d.Scene.Loop(d, ev)
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if err != nil {
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return err
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}
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}
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// Draw the scene.
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d.Scene.Draw(d)
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// Draw the shell.
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err = d.shell.Draw(d, ev)
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if err != nil {
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log.Error("shell error: %s", err)
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d.running = false
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break
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}
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// Draw the debug overlay over all scenes.
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d.DrawDebugOverlay()
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// Render the pixels to the screen.
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err = d.Engine.Present()
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if err != nil {
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log.Error("draw error: %s", err)
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d.running = false
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break
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}
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// Delay to maintain the target frames per second.
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elapsed := time.Now().Sub(start)
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tmp := elapsed / time.Millisecond
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var delay uint32
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if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
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delay = uint32(TargetFPS - int(tmp))
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}
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d.Engine.Delay(delay)
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// Track how long this frame took to measure FPS over time.
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d.TrackFPS(delay)
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// Consume any lingering key sym.
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ev.KeyName.Read()
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}
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log.Warn("Main Loop Exited! Shutting down...")
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return nil
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}
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// NewMap loads a new map in Edit Mode.
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func (d *Doodle) NewMap() {
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log.Info("Starting a new map")
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scene := &EditorScene{}
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d.Goto(scene)
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}
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// EditLevel loads a map from JSON into the EditorScene.
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func (d *Doodle) EditLevel(filename string) error {
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log.Info("Loading level from file: %s", filename)
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scene := &EditorScene{
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Filename: filename,
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OpenFile: true,
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}
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d.Goto(scene)
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return nil
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}
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// PlayLevel loads a map from JSON into the PlayScene.
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func (d *Doodle) PlayLevel(filename string) error {
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log.Info("Loading level from file: %s", filename)
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scene := &PlayScene{
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Filename: filename,
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}
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d.Goto(scene)
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return nil
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}
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