doodle/pkg/doodle.go
Noah Petherbridge 1e80304061 Initial Doodad JavaScript System
* Add the JavaScript system for Doodads to run their scripts in levels,
  and wire initial OnCollide() handler support.
* CLI: Add a `doodad install-script` command to the doodad tool.
  * Usage: `doodad install-script <index.js> <filename.doodad>`
* Add dev-assets folder for storing source files for the official
  default doodads, sprites, levels, etc. and for now add a JavaScript
  for the first test doodad.
2019-04-15 23:07:40 -07:00

227 lines
4.5 KiB
Go

package doodle
import (
"fmt"
"strings"
"time"
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/log"
"github.com/kirsle/golog"
)
const (
// Version number.
Version = "0.0.7-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
// Easy access to the event state, for the debug overlay to use.
// Might not be thread safe.
event *events.State
startTime time.Time
running bool
ticks uint64
width int
height int
// 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: balance.Width,
height: balance.Height,
}
d.shell = NewShell(d)
if debug {
log.Logger.Config.Level = golog.DebugLevel
}
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
}
d.event = ev
// 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.
var delay uint32
if !fpsDoNotCap {
elapsed := time.Now().Sub(start)
tmp := elapsed / time.Millisecond
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)
}
// NewDoodad loads a new Doodad in Edit Mode.
func (d *Doodle) NewDoodad(size int) {
log.Info("Starting a new doodad")
scene := &EditorScene{
DrawingType: enum.DoodadDrawing,
DoodadSize: size,
}
d.Goto(scene)
}
// EditDrawing loads a drawing (Level or Doodad) in Edit Mode.
func (d *Doodle) EditDrawing(filename string) error {
log.Info("Loading drawing from file: %s", filename)
parts := strings.Split(filename, ".")
if len(parts) < 2 {
return fmt.Errorf("filename `%s` has no file extension", filename)
}
ext := strings.ToLower(parts[len(parts)-1])
scene := &EditorScene{
Filename: filename,
OpenFile: true,
}
switch ext {
case "level":
case "map":
log.Info("is a Level type")
scene.DrawingType = enum.LevelDrawing
case "doodad":
scene.DrawingType = enum.DoodadDrawing
default:
return fmt.Errorf("file extension '%s' doesn't indicate its drawing type", ext)
}
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
}