doodle/doodle.go
Noah Petherbridge 41e1838549 Add JS + History to Shell, Add Main Scene
* The shell now supports an "eval" command, or "$" for short.
  * Runs it in an Otto JavaScript VM.
  * Some global variables are available, like `d` is the Doodle object
    itself, `log`, `RGBA()` and `Point()`
* The shell supports paging through input history using the arrow keys.
* Added an initial Main Scene
2018-07-25 19:38:54 -07:00

175 lines
3.3 KiB
Go

package doodle
import (
"time"
"git.kirsle.net/apps/doodle/render"
"github.com/kirsle/golog"
)
const (
// Version number.
Version = "0.0.1-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
startTime time.Time
running bool
ticks uint64
width int32
height int32
// 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: 800,
height: 600,
}
d.shell = NewShell(d)
if !debug {
log.Config.Level = golog.InfoLevel
}
return d
}
// Run initializes SDL and starts the main loop.
func (d *Doodle) Run() error {
// Set up the render engine.
if err := d.Engine.Setup(); err != nil {
return err
}
// Set up the default scene.
if d.Scene == nil {
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
}
// 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.
elapsed := time.Now().Sub(start)
tmp := elapsed / time.Millisecond
var delay uint32
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)
}
// EditLevel loads a map from JSON into the EditorScene.
func (d *Doodle) EditLevel(filename string) error {
log.Info("Loading level from file: %s", filename)
scene := &EditorScene{}
err := scene.LoadLevel(filename)
if err != nil {
return err
}
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
}