Noah Petherbridge
a43e45fad0
* Fix the level collision bug that allowed clipping thru a ceiling while climbing up a wall. * Fix the scrolling behavior to keep the character on-screen no matter how fast the character is moving, especially downwards. * Increase player speed and gravity. * New cheat: "ghost mode" disables clipping for the player character. * Mark an actor as "grounded" if they fall and are stopped by the lower level border, so they may jump again.
303 lines
6.9 KiB
Go
303 lines
6.9 KiB
Go
package doodle
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import (
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"errors"
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"fmt"
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"strconv"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"github.com/robertkrimen/otto"
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)
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// Command is a parsed shell command.
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type Command struct {
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Raw string // The complete raw command the user typed.
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Command string // The first word of their command.
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Args []string // The shell-args array of parameters.
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ArgsLiteral string // The args portion of the command literally.
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}
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// Run the command.
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func (c Command) Run(d *Doodle) error {
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if len(c.Raw) == 0 {
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return nil
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}
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// Cheat codes
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if c.Raw == "unleash the beast" {
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if fpsDoNotCap {
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d.Flash("Reset frame rate throttle to factory default FPS")
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} else {
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d.Flash("Unleashing as many frames as we can render!")
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}
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fpsDoNotCap = !fpsDoNotCap
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return nil
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} else if c.Raw == "don't edit and drive" {
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if playScene, ok := d.Scene.(*PlayScene); ok {
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playScene.drawing.Editable = true
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d.Flash("Level canvas is now editable. Don't edit and drive!")
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} else {
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d.Flash("Use this cheat in Play Mode to make the level canvas editable.")
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}
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return nil
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} else if c.Raw == "scroll scroll scroll your boat" {
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if playScene, ok := d.Scene.(*PlayScene); ok {
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playScene.drawing.Scrollable = true
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d.Flash("Level canvas is now scrollable with the arrow keys.")
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} else {
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d.Flash("Use this cheat in Play Mode to make the level scrollable.")
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}
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return nil
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} else if c.Raw == "import antigravity" {
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if playScene, ok := d.Scene.(*PlayScene); ok {
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playScene.antigravity = !playScene.antigravity
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playScene.Player.SetGravity(!playScene.antigravity)
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if playScene.antigravity {
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d.Flash("Gravity disabled for player character.")
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} else {
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d.Flash("Gravity restored for player character.")
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}
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} else {
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d.Flash("Use this cheat in Play Mode to disable gravity for the player character.")
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}
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return nil
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} else if c.Raw == "ghost mode" {
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if playScene, ok := d.Scene.(*PlayScene); ok {
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playScene.noclip = !playScene.noclip
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playScene.Player.SetNoclip(playScene.noclip)
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playScene.antigravity = playScene.noclip
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playScene.Player.SetGravity(!playScene.antigravity)
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if playScene.noclip {
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d.Flash("Clipping disabled for player character.")
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} else {
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d.Flash("Clipping and gravity restored for player character.")
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}
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} else {
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d.Flash("Use this cheat in Play Mode to disable clipping for the player character.")
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}
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return nil
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}
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switch c.Command {
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case "echo":
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d.Flash(c.ArgsLiteral)
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return nil
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case "new":
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return c.New(d)
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case "save":
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return c.Save(d)
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case "edit":
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return c.Edit(d)
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case "play":
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return c.Play(d)
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case "close":
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return c.Close(d)
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case "exit":
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case "quit":
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return c.Quit()
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case "help":
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return c.Help(d)
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case "reload":
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d.Goto(d.Scene)
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return nil
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case "guitest":
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d.Goto(&GUITestScene{})
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return nil
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case "eval":
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case "$":
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out, err := c.RunScript(d, c.ArgsLiteral)
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d.Flash("%+v", out)
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return err
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case "repl":
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d.shell.Repl = true
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d.shell.Text = "$ "
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case "boolProp":
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return c.BoolProp(d)
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default:
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return c.Default()
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}
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return nil
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}
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// New opens a new map in the editor mode.
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func (c Command) New(d *Doodle) error {
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d.GotoNewMenu()
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return nil
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}
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// Close returns to the Main Scene.
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func (c Command) Close(d *Doodle) error {
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main := &MainScene{}
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d.Goto(main)
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return nil
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}
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// Help prints the help info.
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func (c Command) Help(d *Doodle) error {
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if len(c.Args) == 0 {
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d.Flash("Available commands: new save edit play quit echo clear help")
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d.Flash("Type `help` and then the command, like: `help edit`")
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return nil
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}
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switch c.Args[0] {
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case "new":
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d.Flash("Usage: new")
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d.Flash("Create a new drawing in Edit Mode")
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case "save":
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d.Flash("Usage: save [filename.json]")
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d.Flash("Save the map to disk (in Edit Mode only)")
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case "edit":
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d.Flash("Usage: edit <filename.json>")
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d.Flash("Open a file on disk in Edit Mode")
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case "play":
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d.Flash("Usage: play <filename.json>")
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d.Flash("Open a map from disk in Play Mode")
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case "echo":
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d.Flash("Usage: echo <message>")
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d.Flash("Flash a message back to the console")
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case "quit":
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case "exit":
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d.Flash("Usage: quit")
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d.Flash("Closes the dev console")
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case "clear":
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d.Flash("Usage: clear")
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d.Flash("Clears the terminal output history")
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case "help":
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d.Flash("Usage: help <command>")
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default:
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d.Flash("Unknown help topic.")
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}
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return nil
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}
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// Save the current map to disk.
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func (c Command) Save(d *Doodle) error {
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if scene, ok := d.Scene.(*EditorScene); ok {
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filename := ""
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if len(c.Args) > 0 {
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filename = c.Args[0]
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} else if scene.filename != "" {
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filename = scene.filename
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} else {
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return errors.New("usage: save <filename>")
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}
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switch scene.DrawingType {
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case enum.LevelDrawing:
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d.shell.Write("Saving Level: " + filename)
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scene.SaveLevel(filename)
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case enum.DoodadDrawing:
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d.shell.Write("Saving Doodad: " + filename)
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scene.SaveDoodad(filename)
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}
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} else {
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return errors.New("save: only available in Edit Mode")
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}
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return nil
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}
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// Edit a map from disk.
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func (c Command) Edit(d *Doodle) error {
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if len(c.Args) == 0 {
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return errors.New("Usage: edit <file name>")
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}
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filename := c.Args[0]
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d.shell.Write("Editing file: " + filename)
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return d.EditFile(filename)
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}
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// Play a map.
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func (c Command) Play(d *Doodle) error {
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if len(c.Args) == 0 {
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return errors.New("Usage: play <file name>")
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}
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filename := c.Args[0]
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d.shell.Write("Playing level: " + filename)
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d.PlayLevel(filename)
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return nil
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}
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// Quit the command line shell.
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func (c Command) Quit() error {
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return nil
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}
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// BoolProp command sets available boolean variables.
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func (c Command) BoolProp(d *Doodle) error {
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if len(c.Args) == 1 {
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// Showing the value of a boolProp. Only supported for those defined
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// in balance/boolprops.go
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value, err := balance.GetBoolProp(c.Args[0])
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if err != nil {
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return err
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}
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d.Flash("%s: %+v", c.Args[0], value)
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return nil
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}
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if len(c.Args) != 2 {
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return errors.New("Usage: boolProp <name> [true or false]")
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}
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var (
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name = c.Args[0]
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value = c.Args[1]
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truthy = value[0] == 't' || value[0] == 'T' || value[0] == '1'
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ok = true
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)
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switch name {
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case "Debug":
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case "D":
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d.Debug = truthy
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case "DebugOverlay":
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case "DO":
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DebugOverlay = truthy
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case "DebugCollision":
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case "DC":
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DebugCollision = truthy
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default:
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ok = false
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}
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if ok {
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d.Flash("Set boolProp %s=%s", name, strconv.FormatBool(truthy))
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} else {
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// Try the global boolProps in balance package.
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if err := balance.BoolProp(name, truthy); err != nil {
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d.Flash("%s", err)
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} else {
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d.Flash("%s: %+v", name, truthy)
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}
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}
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return nil
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}
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// RunScript evaluates some JavaScript code safely.
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func (c Command) RunScript(d *Doodle, code interface{}) (otto.Value, error) {
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defer func() {
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if err := recover(); err != nil {
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d.Flash("Panic: %s", err)
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}
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}()
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out, err := d.shell.js.Run(code)
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return out, err
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}
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// Default command.
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func (c Command) Default() error {
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return fmt.Errorf("%s: command not found. Try `help` for help",
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c.Command,
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)
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}
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