Noah Petherbridge
b17ca34de2
* Use `go-bindata` to embed built-in doodads and levels directly into the Doodle binary. `make bindata` produces the bindata source file. * Add `FromJSON()` method to Levels and Doodads to load objects from JSON strings in memory (for bindata built-ins or WASM ajax requests) * Update file loading functions to check the embedded bindata files. * pkg/config.go#EditFile: * Supports editing a level from bindata (TODO: remove this support) * If the "assets/levels/%(simple-name.level)" exists in bindata, edits that drawing. * No such support for editing built-in doodads. * WASM has no filesystem access to edit files except built-in levels (yet) * pkg/doodads#ListDoodads: * Prepends built-in doodads from bindata to the returned list. * WASM: no filesystem access so gets only the built-ins. * pkg/doodads#LoadFile: * Checks built-in bindata store first for doodad files. * WASM: tries an HTTP request if not found in bindata but can go no further if not found (no filesystem access) * pkg/filesystem#FindFile: * This function finds a level/doodad by checking all the places. * If the level or doodad exists in bindata built-in, always returns its system path like "assets/doodads/test.doodad" * WASM: always returns the built-in candidate path even if not found in bindata so that ajax GET can be attempted. * pkg/level#ListSystemLevels: * New function that lists the system level files, similar to the equivalent doodads function. * Prepends the bindata built-in level files. * WASM: only returns the built-ins (no filesystem support) * Desktop: also lists and returns the assets/levels/ directory. * pkg/level#LoadFile: * Like the doodads.LoadFile, tries from built-in bindata first, then ajax request (WASM) before accessing the filesystem (desktop) * Menu Scene: TODO, list the built-in levels in the Load Level menu. This feature will soon go away when WASM gets its own storage for user levels (localStorage instead of filesystem)
267 lines
6.7 KiB
Go
267 lines
6.7 KiB
Go
package doodle
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/lib/ui"
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"git.kirsle.net/apps/doodle/pkg/balance"
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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/scripting"
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"git.kirsle.net/apps/doodle/pkg/uix"
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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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// 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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// UI widgets.
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supervisor *ui.Supervisor
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editButton *ui.Button
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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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}
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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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// 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(p render.Point) {
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s.EditLevel()
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})
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s.supervisor.Add(s.editButton)
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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(int32(d.width), int32(d.height)))
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s.drawing.Compute(d.Engine)
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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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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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s.Player = uix.NewActor("PLAYER", &level.Actor{}, player)
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s.Player.MoveTo(render.NewPoint(128, 128))
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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 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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// 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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d.Flash("Entered Play Mode. Press 'E' to edit this map.")
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return nil
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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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// Loop the editor scene.
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func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
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// Update debug overlay values.
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*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)).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 resized := ev.Resized.Now; resized {
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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(int32(d.width), int32(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 ev.KeyName.Read() == "e" {
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s.EditLevel()
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return nil
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}
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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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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)
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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 int32 = 8
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)
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s.editButton.Present(d.Engine, 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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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 *events.State) {
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var playerSpeed = int32(balance.PlayerMaxVelocity)
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// var gravity = int32(balance.Gravity)
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var velocity render.Point
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if ev.Down.Now {
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velocity.Y = playerSpeed
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}
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if ev.Left.Now {
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velocity.X = -playerSpeed
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}
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if ev.Right.Now {
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velocity.X = playerSpeed
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}
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if ev.Up.Now {
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velocity.Y = -playerSpeed
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}
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// // Apply gravity if not grounded.
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// if !s.Player.Grounded() {
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// // Gravity has to pipe through the collision checker, too, so it
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// // can't give us a cheated downward boost.
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// velocity.Y += gravity
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// }
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s.Player.SetVelocity(velocity)
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// TODO: invoke the player OnKeypress for animation testing
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// if velocity != render.Origin {
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s.scripting.To(s.Player.ID()).Events.RunKeypress(ev)
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// }
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}
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// Drawing returns the private world drawing, for debugging with the console.
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func (s *PlayScene) Drawing() *uix.Canvas {
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return s.drawing
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}
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// LoadLevel loads a level from disk.
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func (s *PlayScene) LoadLevel(filename string) error {
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s.Filename = filename
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level, err := level.LoadJSON(filename)
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if err != nil {
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return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err)
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}
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s.Level = level
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s.drawing.LoadLevel(s.d.Engine, s.Level)
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// s.drawing.InstallActors(s.Level.Actors)
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return nil
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}
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// Destroy the scene.
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func (s *PlayScene) Destroy() error {
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return nil
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}
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