907 lines
25 KiB
Go
907 lines
25 KiB
Go
package doodle
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import (
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"fmt"
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"time"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/collision"
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"git.kirsle.net/SketchyMaze/doodle/pkg/cursor"
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"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
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"git.kirsle.net/SketchyMaze/doodle/pkg/gamepad"
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"git.kirsle.net/SketchyMaze/doodle/pkg/keybind"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level"
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"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen"
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"git.kirsle.net/SketchyMaze/doodle/pkg/physics"
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"git.kirsle.net/SketchyMaze/doodle/pkg/savegame"
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"git.kirsle.net/SketchyMaze/doodle/pkg/scripting"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/sprites"
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"git.kirsle.net/SketchyMaze/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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RememberScrollPosition render.Point // for the Editor quality of life
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SpawnPoint render.Point // if not zero, overrides Start Flag
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// If this level was part of a levelpack. The Play Scene will read it
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// from the levelpack ZIP file in priority over any other location.
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LevelPack *levelpack.LevelPack
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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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deathBarrier int // Y position of death barrier in case of falling OOB.
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lastCursor render.Point // position of cursor X,Y last tick
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// Score variables.
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startTime time.Time // wallclock time when level begins
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perfectRun bool // set false on first respawn
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cheated bool // user has entered a cheat code while playing
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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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menubar *ui.MenuBar
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editButton *ui.Button
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winLevelPacks *ui.Window
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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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debLoadUnload *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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lastCheckpoint render.Point
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playerLastDirection float64 // player's heading last tick
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antigravity bool // Cheat: disable player gravity
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noclip bool // Cheat: disable player clipping
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godMode bool // Cheat: player can't die
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godModeUntil time.Time // Invulnerability timer at respawn.
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playerJumpCounter int // limit jump length
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jumpCooldownUntil uint64 // future game tick for jump cooldown (swimming esp.)
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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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// Elapsed Time frame.
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timerFrame *ui.Frame
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timerPerfectImage *ui.Image
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timerImperfectImage *ui.Image
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timerLabel *ui.Label
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// Touchscreen controls state.
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isTouching bool
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playerIsIdle bool // LoopTouchable watches for inactivity on input controls.
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idleLastStart time.Time
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idleHelpAlpha int // fade in UI hints
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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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// Show the loading screen.
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loadscreen.ShowWithProgress()
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go func() {
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if err := s.setupAsync(d); err != nil {
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log.Error("PlayScene.setupAsync: %s", err)
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return
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}
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loadscreen.Hide()
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}()
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return nil
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}
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// setupAsync initializes the play screen in the background, underneath
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// a Loading screen.
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func (s *PlayScene) setupAsync(d *Doodle) error {
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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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// Menu Bar
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s.menubar = s.setupMenuBar(d)
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s.screen.Pack(s.menubar, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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// Level Exit handler.
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s.scripting.OnLevelExit(s.BeatLevel)
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s.scripting.OnLevelFail(s.FailLevel)
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s.scripting.OnSetCheckpoint(s.SetCheckpoint)
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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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s.debLoadUnload = 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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{"Chunks:", s.debLoadUnload},
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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) error {
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s.EditLevel()
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return nil
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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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// Set up the elapsed time frame.
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{
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s.timerFrame = ui.NewFrame("Elapsed Timer")
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// Set the gold and silver images.
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gold, _ := sprites.LoadImage(s.d.Engine, balance.GoldCoin)
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silver, _ := sprites.LoadImage(s.d.Engine, balance.SilverCoin)
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s.timerPerfectImage = gold
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s.timerImperfectImage = silver
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s.timerLabel = ui.NewLabel(ui.Label{
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Text: "00:00",
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Font: balance.TimerFont,
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})
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if s.timerPerfectImage != nil {
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s.timerFrame.Pack(s.timerPerfectImage, ui.Pack{
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Side: ui.W,
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PadX: 2,
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})
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}
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if s.timerImperfectImage != nil {
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s.timerFrame.Pack(s.timerImperfectImage, ui.Pack{
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Side: ui.W,
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PadX: 2,
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})
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s.timerImperfectImage.Hide()
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}
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s.timerFrame.Pack(s.timerLabel, ui.Pack{
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Side: ui.W,
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PadX: 2,
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})
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s.screen.Place(s.timerFrame, ui.Place{
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Top: 40,
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Left: 40,
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})
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}
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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.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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a.SetWet(col.InWater)
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if col.InFire != "" {
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a.Canvas.MaskColor = render.Black
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if a.ID() == "PLAYER" { // only the player dies in fire.
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s.DieByFire(col.InFire)
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}
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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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// Handle a doodad changing the player character.
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s.drawing.OnSetPlayerCharacter = s.SetPlayerCharacter
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s.drawing.OnResetTimer = s.ResetTimer
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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(s.Level)
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s.drawing.InstallActors(s.Level.Actors)
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} else if s.Filename != "" {
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loadscreen.SetSubtitle("Opening: " + 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(s.Level)
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s.drawing.InstallActors(s.Level.Actors)
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}
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// Choose a death barrier in case the user falls off the map,
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// so they don't fall forever.
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worldSize := s.Level.Chunker.WorldSize()
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s.deathBarrier = worldSize.H + 1000
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log.Debug("Death barrier at %d", s.deathBarrier)
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// Set the loading screen text with the level metadata.
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loadscreen.SetSubtitle(
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s.Level.Title,
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"by "+s.Level.Author,
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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(balance.PlayerCharacterDoodad)
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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.FlashError("%s", s.Level.Title)
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}
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// Pre-cache all bitmap images from the level chunks.
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// Note: we are not running on the main thread, so SDL2 Textures
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// don't get created yet, but we do the full work of caching bitmap
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// images which later get fed directly into SDL2 saving speed at
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// runtime, + the bitmap generation is pretty wicked fast anyway.
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loadscreen.PreloadAllChunkBitmaps(s.Level.Chunker)
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s.drawing.LoadUnloadChunks(true)
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// Gamepad: put into GameplayMode.
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gamepad.SetMode(gamepad.GameplayMode)
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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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s.startTime = time.Now()
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s.perfectRun = true
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s.running = true
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// // Cap the canvas size in case the user has an ultra HD monitor that's bigger
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// // than a bounded level's limits.
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// s.screen.Compute(d.Engine)
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// s.PlaceResizeCanvas()
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return nil
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}
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// PlaceResizeCanvas updates the Canvas size and placement on the screen,
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// e.g. if an ultra HD monitor plays a Bounded level where the entirety of a
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// level bounds is on-screen, the drawing should be cut there and the
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// canvas centered.
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func (s *PlayScene) PlaceResizeCanvas() {
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var (
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width = s.d.width
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height = s.d.height
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menubar = 0
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)
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if s.menubar != nil {
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menubar = s.menubar.Size().H
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height -= menubar
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}
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if s.Level != nil && s.Level.PageType >= level.Bounded {
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if s.Level.MaxWidth < int64(width) {
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width = int(s.Level.MaxWidth)
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}
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if s.Level.MaxHeight < int64(height) {
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height = int(s.Level.MaxHeight)
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}
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}
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s.drawing.Resize(render.NewRect(width, height))
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s.drawing.MoveTo(render.Point{
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X: (s.d.width / 2) - (width / 2),
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Y: menubar,
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})
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}
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// SetPlayerCharacter changes the doodad used for the player, by destroying the
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// current player character and making it from scratch.
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func (s *PlayScene) SetPlayerCharacter(filename string) {
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// Record the player position and size and back up their inventory.
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var (
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spawn = s.Player.Position()
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inventory = s.Player.Inventory()
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)
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// TODO: to account for different height players, the position ought to be
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// adjusted so the player doesn't clip and fall thru the floor.
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spawn.Y -= 20 // work-around
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s.Player.Destroy()
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s.drawing.RemoveActor(s.Player)
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log.Info("SetPlayerCharacter: %s", filename)
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s.installPlayerDoodad(filename, spawn, render.Rect{})
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if err := s.drawing.InstallScripts(); err != nil {
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log.Error("SetPlayerCharacter: InstallScripts: %s", err)
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}
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// Restore their inventory.
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for item, qty := range inventory {
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s.Player.AddItem(item, qty)
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}
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}
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// ResetTimer sets the level elapsed timer back to zero.
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func (s *PlayScene) ResetTimer() {
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s.startTime = time.Now()
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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(playerCharacterFilename string) {
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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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isStartFlagCharacter bool
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spawn render.Point
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centerIn render.Rect
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flag = &level.Actor{}
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flagSize = render.NewRect(86, 86) // TODO: start-flag.doodad is 86x86 px
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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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// Support alternative player characters: if the Start Flag is linked
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// to another actor, that actor becomes the player character.
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for _, linkID := range actor.Links {
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if linkedActor, ok := s.Level.Actors[linkID]; ok {
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playerCharacterFilename = linkedActor.Filename
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isStartFlagCharacter = true
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log.Info("Playing as: %s", playerCharacterFilename)
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break
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}
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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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log.Info("Found start-flag.doodad at %s (ID %s)", actor.Point, actorID)
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flag = actor
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flagCount++
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break
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}
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}
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// If the user is cheating for the player character, mark the
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// session cheated already. e.g. "Play as Bird" cheat would let
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// them just fly to the goal in levels that don't link their
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// Start Flag to a specific character.
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if !isStartFlagCharacter && !balance.IsPlayerCharacterDefault() {
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log.Warn("Mark session as cheated: the player spawned as %s instead of default", playerCharacterFilename)
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s.SetCheated()
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}
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// The Start Flag becomes the player's initial checkpoint.
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s.lastCheckpoint = flag.Point
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if !s.SpawnPoint.IsZero() {
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spawn = s.SpawnPoint
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} else {
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spawn = flag.Point
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centerIn = render.Rect{
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W: flagSize.W,
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H: flagSize.H,
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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.FlashError("Warning: this level contained no Start Flag.")
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} else if flagCount > 1 {
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s.d.FlashError("Warning: this level contains multiple Start Flags. Player spawn point is ambiguous.")
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}
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s.installPlayerDoodad(playerCharacterFilename, spawn, centerIn)
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// Scroll the level canvas to center on the start point.
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scroll := render.Point{
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X: -(spawn.X - (s.d.width / 2)),
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Y: -(spawn.Y - (s.d.height / 2)),
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}
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log.Info("Scrolling level viewport to spawn (%s) location: %s", spawn, scroll)
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s.drawing.ScrollTo(scroll)
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}
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// Load and install the player doodad onto the level.
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// Make sure the previous PLAYER was removed.
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// If spawn is zero, uses the player's last spawn point.
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// centerIn is optional, ignored if zero.
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func (s *PlayScene) installPlayerDoodad(filename string, spawn render.Point, centerIn render.Rect) {
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// Load in the player character.
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player, err := doodads.LoadFromEmbeddable(filename, s.Level)
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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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// Center the player within the box of the doodad, for the Start Flag especially.
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if !centerIn.IsZero() {
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spawn = render.NewPoint(
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spawn.X+(centerIn.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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spawn.Y+centerIn.H-4-(player.Layers[0].Chunker.Size),
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)
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} else if spawn.IsZero() && !s.SpawnPoint.IsZero() {
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spawn = s.SpawnPoint
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}
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s.Player = uix.NewActor("PLAYER", &level.Actor{}, player)
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s.Player.SetInventory(true) // player always can pick up items
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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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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(), s.Player.Actor.Filename); 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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// 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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// If they didn't come from the Level Editor originally, e.g. they are in Story Mode,
|
|
// confirm they want the editor in case they accidentally hit the "E" key due to
|
|
// its proximity to the WASD keys.
|
|
if !s.CanEdit {
|
|
modal.Confirm("Open this level in the editor?").Then(s.doEditLevel)
|
|
} else {
|
|
s.doEditLevel()
|
|
}
|
|
}
|
|
|
|
// Common logic to transition into the Editor.
|
|
func (s *PlayScene) doEditLevel() {
|
|
gamepad.SetMode(gamepad.MouseMode)
|
|
s.d.Goto(&EditorScene{
|
|
Filename: s.Filename,
|
|
Level: s.Level,
|
|
RememberScrollPosition: s.RememberScrollPosition,
|
|
})
|
|
}
|
|
|
|
// RestartLevel starts the level over again.
|
|
func (s *PlayScene) RestartLevel() {
|
|
log.Info("Restart Level")
|
|
s.d.Goto(&PlayScene{
|
|
LevelPack: s.LevelPack,
|
|
Filename: s.Filename,
|
|
Level: s.Level,
|
|
CanEdit: s.CanEdit,
|
|
})
|
|
}
|
|
|
|
// SetCheckpoint sets the player's checkpoint.
|
|
func (s *PlayScene) SetCheckpoint(where render.Point) {
|
|
s.lastCheckpoint = where
|
|
}
|
|
|
|
// RetryCheckpoint moves the player back to their last checkpoint.
|
|
func (s *PlayScene) RetryCheckpoint() {
|
|
// Grant the player invulnerability for 5 seconds
|
|
s.godModeUntil = time.Now().Add(balance.RespawnGodModeTimer)
|
|
|
|
log.Info("Move player back to last checkpoint")
|
|
s.Player.MoveTo(s.lastCheckpoint)
|
|
s.running = true
|
|
}
|
|
|
|
// BeatLevel handles the level success condition.
|
|
func (s *PlayScene) BeatLevel() {
|
|
s.d.Flash("Hurray!")
|
|
s.ShowEndLevelModal(
|
|
true,
|
|
"Level Completed",
|
|
"Congratulations on clearing the level!",
|
|
)
|
|
}
|
|
|
|
/*
|
|
FailLevel handles a level failure triggered by a doodad or fire pixel.
|
|
|
|
If the Survival GameRule is set, this ends the level with a note on how long the
|
|
player had survived for and they get a silver rating.
|
|
*/
|
|
func (s *PlayScene) FailLevel(message string) {
|
|
if s.Player.Invulnerable() || s.godMode || s.godModeUntil.After(time.Now()) {
|
|
return
|
|
}
|
|
s.SetImperfect()
|
|
s.d.FlashError(message)
|
|
|
|
if s.Level.GameRule.Survival {
|
|
s.ShowEndLevelModal(
|
|
false,
|
|
"You've died!",
|
|
fmt.Sprintf(
|
|
"%s\nCongrats on surviving for %s!",
|
|
message,
|
|
savegame.FormatDuration(time.Since(s.startTime)),
|
|
),
|
|
)
|
|
return
|
|
}
|
|
|
|
s.ShowEndLevelModal(
|
|
false,
|
|
"You've died!",
|
|
message,
|
|
)
|
|
}
|
|
|
|
// DieByFire ends the level by "fire", or w/e the swatch is named.
|
|
func (s *PlayScene) DieByFire(name string) {
|
|
s.FailLevel(fmt.Sprintf("Watch out for %s!", name))
|
|
}
|
|
|
|
// SetImperfect sets the perfectRun flag to false and changes the icon for the timer.
|
|
func (s *PlayScene) SetImperfect() {
|
|
if s.cheated {
|
|
return
|
|
}
|
|
|
|
s.perfectRun = false
|
|
if s.timerPerfectImage != nil {
|
|
s.timerPerfectImage.Hide()
|
|
}
|
|
if s.timerImperfectImage != nil {
|
|
s.timerImperfectImage.Show()
|
|
}
|
|
}
|
|
|
|
// SetCheated marks the level as having been cheated. The developer shell will call
|
|
// this if the user enters a cheat code during gameplay.
|
|
func (s *PlayScene) SetCheated() {
|
|
s.cheated = true
|
|
s.perfectRun = false
|
|
|
|
// Hide both timer icons.
|
|
if s.timerPerfectImage != nil {
|
|
s.timerPerfectImage.Hide()
|
|
}
|
|
if s.timerImperfectImage != nil {
|
|
s.timerImperfectImage.Hide()
|
|
}
|
|
}
|
|
|
|
// GetCheated gives read-only access to tell if you have been cheating. However, by
|
|
// querying this in the dev console during gameplay, you would be marked as cheating. ;)
|
|
func (s *PlayScene) GetCheated() bool {
|
|
return s.cheated
|
|
}
|
|
|
|
// ShowEndLevelModal centralizes the EndLevel modal config.
|
|
// This is the common handler function between easy methods such as
|
|
// BeatLevel, FailLevel, and DieByFire.
|
|
func (s *PlayScene) ShowEndLevelModal(success bool, title, message string) {
|
|
// Always restore the cursor.
|
|
cursor.Current = cursor.NewPointer(s.d.Engine)
|
|
|
|
config := modal.ConfigEndLevel{
|
|
Engine: s.d.Engine,
|
|
Success: success,
|
|
OnRestartLevel: s.RestartLevel,
|
|
OnRetryCheckpoint: s.RetryCheckpoint,
|
|
OnExitToMenu: func() {
|
|
gamepad.SetMode(gamepad.MouseMode)
|
|
s.d.Goto(&MainScene{})
|
|
},
|
|
}
|
|
|
|
if s.CanEdit {
|
|
config.OnEditLevel = s.EditLevel
|
|
}
|
|
|
|
// Survival Mode failure? The level is considered completed even if you
|
|
// die (silver high score) but the default button should be Retry rather
|
|
// than Next Level.
|
|
var survivalFailure bool
|
|
if !success && s.Level.GameRule.Survival {
|
|
survivalFailure = true
|
|
success = true // level is completed
|
|
}
|
|
|
|
// Beaten the level?
|
|
if success {
|
|
config.OnRetryCheckpoint = nil
|
|
|
|
// Are we in a levelpack?
|
|
if s.LevelPack != nil {
|
|
// Update the savegame to mark the level completed.
|
|
save, err := savegame.GetOrCreate()
|
|
if err != nil {
|
|
log.Warn("Load savegame file: %s", err)
|
|
}
|
|
|
|
log.Info("Mark level '%s' from pack '%s' as completed", s.Filename, s.LevelPack.Filename)
|
|
if !s.cheated {
|
|
elapsed := time.Since(s.startTime)
|
|
highscore := save.NewHighScore(s.LevelPack.Filename, s.Filename, s.perfectRun, elapsed, s.Level.GameRule)
|
|
if highscore {
|
|
s.d.Flash("New record!")
|
|
config.NewRecord = true
|
|
config.IsPerfect = s.perfectRun
|
|
config.TimeElapsed = elapsed
|
|
}
|
|
} else {
|
|
// Player has cheated! Mark the level completed but grant no high score.
|
|
save.MarkCompleted(s.LevelPack.Filename, s.Filename)
|
|
}
|
|
|
|
// Save the player's scores file.
|
|
if err = save.Save(); err != nil {
|
|
log.Error("Couldn't save game: %s", err)
|
|
}
|
|
|
|
// Show the "Next Level" button if there is a sequel to this level.
|
|
for i, level := range s.LevelPack.Levels {
|
|
i := i
|
|
level := level
|
|
|
|
if level.Filename == s.Filename && i < len(s.LevelPack.Levels)-1 {
|
|
// Show "Next" button!
|
|
config.OnNextLevel = func() {
|
|
nextLevel := s.LevelPack.Levels[i+1]
|
|
log.Info("Advance to next level: %s", nextLevel.Filename)
|
|
s.d.PlayFromLevelpack(*s.LevelPack, nextLevel)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Survival Mode failures: the Retry buttons should be higher
|
|
// priority than Next Level but they still get the (pity)
|
|
// Next Level button.
|
|
if survivalFailure {
|
|
config.OnPityNextLevel = config.OnNextLevel
|
|
config.OnNextLevel = nil
|
|
}
|
|
|
|
// Show the modal.
|
|
modal.EndLevel(config, title, message)
|
|
|
|
// Stop the simulation.
|
|
s.running = false
|
|
}
|
|
|
|
// Loop the editor scene.
|
|
func (s *PlayScene) Loop(d *Doodle, ev *event.State) error {
|
|
// Skip if still loading.
|
|
if loadscreen.IsActive() {
|
|
return nil
|
|
}
|
|
|
|
// Inform the gamepad controller whether we have antigravity controls.
|
|
gamepad.PlayModeAntigravity = s.antigravity || !s.Player.HasGravity()
|
|
|
|
// Update debug overlay values.
|
|
*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX, ev.CursorY)).String()
|
|
*s.debPosition = s.Player.Position().String() + " vel " + s.Player.Velocity().String()
|
|
*s.debViewport = s.drawing.Viewport().String()
|
|
*s.debScroll = s.drawing.Scroll.String()
|
|
inside, outside := s.drawing.LoadUnloadMetrics()
|
|
*s.debLoadUnload = fmt.Sprintf("%d in %d out %d cached %d gc", inside, outside, s.drawing.Chunker().CacheSize(), s.drawing.Chunker().GCSize())
|
|
|
|
// Update the timer.
|
|
s.timerLabel.Text = savegame.FormatDuration(time.Since(s.startTime))
|
|
|
|
s.supervisor.Loop(ev)
|
|
|
|
// Has the window been resized?
|
|
if ev.WindowResized || s.drawing.Point().IsZero() {
|
|
s.PlaceResizeCanvas()
|
|
s.screen.Resize(render.NewRect(d.width, d.height))
|
|
return nil
|
|
}
|
|
|
|
// Switching to Edit Mode?
|
|
if keybind.GotoEdit(ev) {
|
|
s.EditLevel()
|
|
return nil
|
|
}
|
|
|
|
// Is the simulation still running?
|
|
if s.running {
|
|
// Loop the script supervisor so timeouts/intervals can fire in scripts.
|
|
if err := s.scripting.Loop(); err != nil {
|
|
log.Error("PlayScene.Loop: scripting.Loop: %s", err)
|
|
}
|
|
|
|
// Touch regions.
|
|
s.LoopTouchable(ev)
|
|
|
|
// Hide the mouse cursor if a gameplay input was received.
|
|
if keybind.Right(ev) || keybind.Left(ev) || keybind.Up(ev) || keybind.Down(ev) ||
|
|
keybind.Use(ev) {
|
|
cursor.Current = cursor.NoCursor
|
|
} else if s.lastCursor != shmem.Cursor {
|
|
cursor.Current = cursor.NewPointer(s.d.Engine)
|
|
}
|
|
s.lastCursor = shmem.Cursor
|
|
|
|
s.movePlayer(ev)
|
|
if err := s.drawing.Loop(ev); err != nil {
|
|
log.Error("Drawing loop error: %s", err.Error())
|
|
}
|
|
|
|
// Check if the player hit the death barrier.
|
|
if s.Player.Position().Y > s.deathBarrier {
|
|
// The player must die to avoid the softlock of falling forever.
|
|
s.godMode = false
|
|
s.Player.SetInvulnerable(false)
|
|
s.DieByFire("falling off the map")
|
|
}
|
|
|
|
// Update the inventory HUD.
|
|
s.computeInventory()
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// Draw the pixels on this frame.
|
|
func (s *PlayScene) Draw(d *Doodle) error {
|
|
// Skip if still loading.
|
|
if loadscreen.IsActive() {
|
|
return nil
|
|
}
|
|
|
|
// Clear the canvas and fill it with white.
|
|
d.Engine.Clear(balance.WindowBackground)
|
|
|
|
// Draw the canvas widget.
|
|
s.drawing.Present(d.Engine, s.drawing.Point())
|
|
|
|
// Draw out bounding boxes.
|
|
if DebugCollision {
|
|
for _, actor := range s.drawing.Actors() {
|
|
d.DrawCollisionBox(s.drawing, actor)
|
|
}
|
|
}
|
|
|
|
// Draw the UI screen and any widgets that attached to it.
|
|
s.screen.Compute(d.Engine)
|
|
s.screen.Present(d.Engine, render.Origin)
|
|
|
|
// Draw the Edit button.
|
|
var (
|
|
canSize = s.drawing.Size()
|
|
size = s.editButton.Size()
|
|
padding = 8
|
|
)
|
|
s.editButton.MoveTo(render.Point{
|
|
X: canSize.W - size.W - padding,
|
|
Y: canSize.H - size.H - padding,
|
|
})
|
|
s.editButton.Present(d.Engine, s.editButton.Point())
|
|
|
|
// Visualize the touch regions?
|
|
s.DrawTouchable()
|
|
|
|
// Let Supervisor draw menus
|
|
s.supervisor.Present(d.Engine)
|
|
|
|
return nil
|
|
}
|
|
|
|
// 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.
|
|
//
|
|
// If the PlayScene was called with a LevelPack, it will check there
|
|
// first before the usual locations.
|
|
//
|
|
// The usual locations are: embedded bindata, ./assets folder on disk,
|
|
// and user content finally.
|
|
func (s *PlayScene) LoadLevel(filename string) error {
|
|
s.Filename = filename
|
|
|
|
var (
|
|
lvl *level.Level
|
|
err error
|
|
)
|
|
|
|
// Are we playing out of a levelpack?
|
|
if s.LevelPack != nil {
|
|
levelbin, err := s.LevelPack.GetData("levels/" + filename)
|
|
if err != nil {
|
|
log.Error("Error reading levels/%s from zip: %s", filename, err)
|
|
}
|
|
|
|
lvl, err = level.FromJSON(filename, levelbin)
|
|
if err != nil {
|
|
log.Error("PlayScene.LoadLevel(%s) from zipfile: %s", filename, err)
|
|
}
|
|
|
|
log.Info("PlayScene.LoadLevel: found %s in LevelPack zip data", filename)
|
|
}
|
|
|
|
// Try the usual suspects.
|
|
if lvl == nil {
|
|
log.Info("PlayScene.LoadLevel: trying the usual places")
|
|
lvl, err = level.LoadFile(filename)
|
|
if err != nil {
|
|
return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err)
|
|
}
|
|
}
|
|
|
|
s.Level = lvl
|
|
s.drawing.LoadLevel(s.Level)
|
|
s.drawing.InstallActors(s.Level.Actors)
|
|
|
|
return nil
|
|
}
|
|
|
|
// Destroy the scene.
|
|
func (s *PlayScene) Destroy() error {
|
|
// Free SDL2 textures. Note: if they are switching to the Editor, the chunks still have
|
|
// their bitmaps cached and will regen the textures as needed.
|
|
s.drawing.Destroy()
|
|
|
|
// Free inventory doodad textures.
|
|
for _, can := range s.invenDoodads {
|
|
log.Info("Destroy inventory doodad: %s", can)
|
|
can.Destroy()
|
|
}
|
|
|
|
return nil
|
|
}
|