Noah Petherbridge
08e65c32b5
* Player character now experiences acceleration and friction when walking around the map! * Actor position and movement had to be converted from int's (render.Point) to float64's to support fine-grained acceleration steps. * Added "physics" package and physics.Vector to be a float64 counterpart for render.Point. Vector is used for uix.Actor.Position() for the sake of movement math. Vector is flattened back to a render.Point for collision purposes, since the levels and hitboxes are pixel-bound. * Refactor the uix.Actor to no longer extend the doodads.Drawing (so it can have a Position that's a Vector instead of a Point). This broke some code that expected `.Doodad` to directly reference the Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which was ugly. Added convenience method .Doodad() for a shortcut. * Moved functions like GetBoundingRect() from doodads package to collision, where it uses its own slimmer Actor interface for just the relevant methods it needs.
563 lines
14 KiB
Go
563 lines
14 KiB
Go
package doodle
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/collision"
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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/physics"
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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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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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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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screen *ui.Frame // A window sized invisible frame to position UI elements.
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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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alertBoxLabel *ui.Label
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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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playerPhysics *physics.Mover
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antigravity bool // Cheat: disable player gravity
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noclip bool // Cheat: disable player clipping
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playerJumpCounter int // limit jump length
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// Inventory HUD. Impl. in play_inventory.go
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invenFrame *ui.Frame
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invenItems []string // item list
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invenDoodads map[string]*uix.Canvas
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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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// Create an invisible 'screen' frame for UI elements to use for positioning.
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s.screen = ui.NewFrame("Screen")
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s.screen.Resize(render.NewRect(d.width, d.height))
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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(ed ui.EventData) {
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s.EditLevel()
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})
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s.supervisor.Add(s.editButton)
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// Set up the inventory HUD.
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s.setupInventoryHud()
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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(d.width, d.height))
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s.drawing.Compute(d.Engine)
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// Handler when an actor touches water or fire.
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s.drawing.OnLevelCollision = func(a *uix.Actor, col *collision.Collide) {
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if col.InFire {
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a.Canvas.MaskColor = render.Black
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s.DieByFire()
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} else if col.InWater {
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a.Canvas.MaskColor = render.DarkBlue
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} else {
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a.Canvas.MaskColor = render.Invisible
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}
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}
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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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s.setupPlayer()
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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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if s.CanEdit {
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d.Flash("Entered Play Mode. Press 'E' to edit this map.")
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} else {
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d.Flash("%s", s.Level.Title)
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}
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s.running = true
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return nil
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}
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// setupPlayer creates and configures the Player Character in the level.
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func (s *PlayScene) setupPlayer() {
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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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// Find the spawn point of the player. Search the level for the
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// "start-flag.doodad"
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var (
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spawn render.Point
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flagCount int
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)
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for actorID, actor := range s.Level.Actors {
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if actor.Filename == "start-flag.doodad" {
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if flagCount > 1 {
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break
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}
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// TODO: start-flag.doodad is 86x86 pixels but we can't tell that
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// from right here.
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size := render.NewRect(86, 86)
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log.Info("Found start-flag.doodad at %s (ID %s)", actor.Point, actorID)
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spawn = render.NewPoint(
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// X: centered inside the flag.
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actor.Point.X+(size.W/2)-(player.Layers[0].Chunker.Size/2),
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// Y: the bottom of the flag, 4 pixels from the floor.
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actor.Point.Y+size.H-4-(player.Layers[0].Chunker.Size),
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)
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flagCount++
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}
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}
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// Surface warnings around the spawn flag.
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if flagCount == 0 {
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s.d.Flash("Warning: this level contained no Start Flag.")
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} else if flagCount > 1 {
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s.d.Flash("Warning: this level contains multiple Start Flags. Player spawn point is ambiguous.")
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}
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s.Player = uix.NewActor("PLAYER", &level.Actor{}, player)
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s.Player.MoveTo(spawn)
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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 movement physics for the player.
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s.playerPhysics = &physics.Mover{
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MaxSpeed: physics.NewVector(balance.PlayerMaxVelocity, balance.PlayerMaxVelocity),
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// Gravity: physics.NewVector(balance.Gravity, balance.Gravity),
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Acceleration: 0.025,
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Friction: 0.1,
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}
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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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}
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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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Side: 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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s.alertBoxLabel = 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(s.alertBoxLabel, ui.Pack{
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Side: 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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Side: 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(ed ui.EventData) {
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handler()
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})
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bottomFrame.Pack(btn, ui.Pack{
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Side: 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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// DieByFire ends the level by fire.
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func (s *PlayScene) DieByFire() {
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log.Info("Watch out for fire!")
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s.alertBox.Title = "You've died!"
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s.alertBoxLabel.Text = "Watch out for fire!"
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s.alertReplayButton.Show()
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if s.CanEdit {
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s.alertEditButton.Show()
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}
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s.alertExitButton.Show()
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s.alertBox.Show()
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// Stop the simulation.
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s.running = false
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}
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// Loop the editor scene.
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func (s *PlayScene) Loop(d *Doodle, ev *event.State) error {
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// Update debug overlay values.
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*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX, ev.CursorY)).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 ev.WindowResized {
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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(d.width, 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.KeyDown("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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// Update the inventory HUD.
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s.computeInventory()
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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.Drawing)
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// Draw the UI screen and any widgets that attached to it.
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s.screen.Compute(d.Engine)
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s.screen.Present(d.Engine, render.Origin)
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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 = 8
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)
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s.editButton.MoveTo(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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s.editButton.Present(d.Engine, s.editButton.Point())
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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: (d.width / 2) - (s.alertBox.Size().W / 2),
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Y: (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 *event.State) {
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var (
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playerSpeed = float64(balance.PlayerMaxVelocity)
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velocity = s.Player.Velocity()
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direction float64
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jumping bool
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)
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// Antigravity: player can move anywhere with arrow keys.
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if s.antigravity {
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velocity.X = 0
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velocity.Y = 0
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// Shift to slow your roll to 1 pixel per tick.
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if ev.Shift {
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playerSpeed = 1
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}
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if ev.Left {
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velocity.X = -playerSpeed
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} else if ev.Right {
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velocity.X = playerSpeed
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}
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if ev.Up {
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velocity.Y = -playerSpeed
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} else if ev.Down {
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velocity.Y = playerSpeed
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}
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} else {
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// Moving left or right.
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if ev.Left {
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direction = -1
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} else if ev.Right {
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direction = 1
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}
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// Up button to signal they want to jump.
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if ev.Up && (s.Player.Grounded() || s.playerJumpCounter >= 0) {
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jumping = true
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if s.Player.Grounded() {
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// Allow them to sustain the jump this many ticks.
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s.playerJumpCounter = 32
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}
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}
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// Moving left or right? Interpolate their velocity by acceleration.
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if direction != 0 {
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// TODO: fast turn-around if they change directions so they don't
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// slip and slide while their velocity updates.
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velocity.X = physics.Lerp(
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velocity.X,
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direction*s.playerPhysics.MaxSpeed.X,
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s.playerPhysics.Acceleration,
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)
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} else {
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// Slow them back to zero using friction.
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velocity.X = physics.Lerp(
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velocity.X,
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0,
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s.playerPhysics.Friction,
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)
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}
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// Moving upwards (jumping): give them full acceleration upwards.
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if jumping {
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velocity.Y = -playerSpeed
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}
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// While in the air, count down their jump counter; when zero they
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// cannot jump again until they touch ground.
|
|
if !s.Player.Grounded() {
|
|
s.playerJumpCounter--
|
|
}
|
|
}
|
|
|
|
s.Player.SetVelocity(velocity)
|
|
|
|
s.scripting.To(s.Player.ID()).Events.RunKeypress(ev)
|
|
}
|
|
|
|
// Drawing returns the private world drawing, for debugging with the console.
|
|
func (s *PlayScene) Drawing() *uix.Canvas {
|
|
return s.drawing
|
|
}
|
|
|
|
// LoadLevel loads a level from disk.
|
|
func (s *PlayScene) LoadLevel(filename string) error {
|
|
s.Filename = filename
|
|
|
|
level, err := level.LoadFile(filename)
|
|
if err != nil {
|
|
return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err)
|
|
}
|
|
|
|
s.Level = level
|
|
s.drawing.LoadLevel(s.d.Engine, s.Level)
|
|
s.drawing.InstallActors(s.Level.Actors)
|
|
|
|
return nil
|
|
}
|
|
|
|
// Destroy the scene.
|
|
func (s *PlayScene) Destroy() error {
|
|
return nil
|
|
}
|