doodle/pkg/play_scene.go
Noah Petherbridge 0e3a30e633 Fix Actor Collision Checks Again
* Recent collision update caused a regression where the player would get
  "stuck" while standing on top of a solid doodad, unable to walk left
  or right.
* When deciding if the actor is on top of a doodad, use the doodad's
  Hitbox (if available) instead of the bounding box. This fixes the
  upside-down trapdoor acting solid when landed on from the top, since
  its Hitbox Y coordinate is not the same as the top of its sprite.
* Cheats: when using the noclip cheat in Play Mode, you can hold down
  the Shift key while moving to only move one pixel at a time.
2020-01-02 22:05:49 -08:00

489 lines
12 KiB
Go

package doodle
import (
"fmt"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/collision"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/scripting"
"git.kirsle.net/apps/doodle/pkg/uix"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
)
// PlayScene manages the "Edit Level" game mode.
type PlayScene struct {
// Configuration attributes.
Filename string
Level *level.Level
CanEdit bool // i.e. you came from the Editor Mode
HasNext bool // has a next level to load next
// Private variables.
d *Doodle
drawing *uix.Canvas
scripting *scripting.Supervisor
running bool
// UI widgets.
supervisor *ui.Supervisor
editButton *ui.Button
// The alert box shows up when the level goal is reached and includes
// buttons what to do next.
alertBox *ui.Window
alertBoxLabel *ui.Label
alertReplayButton *ui.Button // Replay level
alertEditButton *ui.Button // Edit Level
alertNextButton *ui.Button // Next Level
alertExitButton *ui.Button // Exit to menu
// Custom debug labels.
debPosition *string
debViewport *string
debScroll *string
debWorldIndex *string
// Player character
Player *uix.Actor
antigravity bool // Cheat: disable player gravity
noclip bool // Cheat: disable player clipping
playerJumpCounter int // limit jump length
}
// Name of the scene.
func (s *PlayScene) Name() string {
return "Play"
}
// Setup the play scene.
func (s *PlayScene) Setup(d *Doodle) error {
s.d = d
s.scripting = scripting.NewSupervisor()
s.supervisor = ui.NewSupervisor()
// Level Exit handler.
s.SetupAlertbox()
s.scripting.OnLevelExit(func() {
d.Flash("Hurray!")
// Pause the simulation.
s.running = false
// Toggle the relevant buttons on.
if s.CanEdit {
s.alertEditButton.Show()
}
if s.HasNext {
s.alertNextButton.Show()
}
// Always-visible buttons.
s.alertReplayButton.Show()
s.alertExitButton.Show()
// Show the alert box.
s.alertBox.Show()
})
// Initialize debug overlay values.
s.debPosition = new(string)
s.debViewport = new(string)
s.debScroll = new(string)
s.debWorldIndex = new(string)
customDebugLabels = []debugLabel{
{"Pixel:", s.debWorldIndex},
{"Player:", s.debPosition},
{"Viewport:", s.debViewport},
{"Scroll:", s.debScroll},
}
// Initialize the "Edit Map" button.
s.editButton = ui.NewButton("Edit", ui.NewLabel(ui.Label{
Text: "Edit (E)",
Font: balance.PlayButtonFont,
}))
s.editButton.Handle(ui.Click, func(p render.Point) {
s.EditLevel()
})
s.supervisor.Add(s.editButton)
// Initialize the drawing canvas.
s.drawing = uix.NewCanvas(balance.ChunkSize, false)
s.drawing.Name = "play-canvas"
s.drawing.MoveTo(render.Origin)
s.drawing.Resize(render.NewRect(d.width, d.height))
s.drawing.Compute(d.Engine)
// Handler when an actor touches water or fire.
s.drawing.OnLevelCollision = func(a *uix.Actor, col *collision.Collide) {
if col.InFire {
a.Canvas.MaskColor = render.Black
s.DieByFire()
} else if col.InWater {
a.Canvas.MaskColor = render.DarkBlue
} else {
a.Canvas.MaskColor = render.Invisible
}
}
// Given a filename or map data to play?
if s.Level != nil {
log.Debug("PlayScene.Setup: received level from scene caller")
s.drawing.LoadLevel(d.Engine, s.Level)
s.drawing.InstallActors(s.Level.Actors)
} else if s.Filename != "" {
log.Debug("PlayScene.Setup: loading map from file %s", s.Filename)
// NOTE: s.LoadLevel also calls s.drawing.InstallActors
s.LoadLevel(s.Filename)
}
if s.Level == nil {
log.Debug("PlayScene.Setup: no grid given, initializing empty grid")
s.Level = level.New()
s.drawing.LoadLevel(d.Engine, s.Level)
s.drawing.InstallActors(s.Level.Actors)
}
// Load all actor scripts.
s.drawing.SetScriptSupervisor(s.scripting)
if err := s.scripting.InstallScripts(s.Level); err != nil {
log.Error("PlayScene.Setup: failed to InstallScripts: %s", err)
}
// Load in the player character.
s.setupPlayer()
// Run all the actor scripts' main() functions.
if err := s.drawing.InstallScripts(); err != nil {
log.Error("PlayScene.Setup: failed to drawing.InstallScripts: %s", err)
}
if s.CanEdit {
d.Flash("Entered Play Mode. Press 'E' to edit this map.")
} else {
d.Flash("%s", s.Level.Title)
}
s.running = true
return nil
}
// setupPlayer creates and configures the Player Character in the level.
func (s *PlayScene) setupPlayer() {
// Load in the player character.
player, err := doodads.LoadFile("azu-blu.doodad")
if err != nil {
log.Error("PlayScene.Setup: failed to load player doodad: %s", err)
player = doodads.NewDummy(32)
}
// Find the spawn point of the player. Search the level for the
// "start-flag.doodad"
var (
spawn render.Point
flagCount int
)
for actorID, actor := range s.Level.Actors {
if actor.Filename == "start-flag.doodad" {
if flagCount > 1 {
break
}
// TODO: start-flag.doodad is 86x86 pixels but we can't tell that
// from right here.
size := render.NewRect(86, 86)
log.Info("Found start-flag.doodad at %s (ID %s)", actor.Point, actorID)
spawn = render.NewPoint(
// X: centered inside the flag.
actor.Point.X+(size.W/2)-(player.Layers[0].Chunker.Size/2),
// Y: the bottom of the flag, 4 pixels from the floor.
actor.Point.Y+size.H-4-(player.Layers[0].Chunker.Size),
)
flagCount++
}
}
// Surface warnings around the spawn flag.
if flagCount == 0 {
s.d.Flash("Warning: this level contained no Start Flag.")
} else if flagCount > 1 {
s.d.Flash("Warning: this level contains multiple Start Flags. Player spawn point is ambiguous.")
}
s.Player = uix.NewActor("PLAYER", &level.Actor{}, player)
s.Player.MoveTo(spawn)
s.drawing.AddActor(s.Player)
s.drawing.FollowActor = s.Player.ID()
// Set up the player character's script in the VM.
if err := s.scripting.AddLevelScript(s.Player.ID()); err != nil {
log.Error("PlayScene.Setup: scripting.InstallActor(player) failed: %s", err)
}
}
// SetupAlertbox configures the alert box UI.
func (s *PlayScene) SetupAlertbox() {
window := ui.NewWindow("Level Completed")
window.Configure(ui.Config{
Width: 320,
Height: 160,
Background: render.Grey,
})
window.Compute(s.d.Engine)
{
frame := ui.NewFrame("Open Drawing Frame")
window.Pack(frame, ui.Pack{
Side: ui.N,
Fill: true,
Expand: true,
})
/******************
* Frame for selecting User Levels
******************/
s.alertBoxLabel = ui.NewLabel(ui.Label{
Text: "Congratulations on clearing the level!",
Font: balance.LabelFont,
})
frame.Pack(s.alertBoxLabel, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 16,
})
/******************
* Confirm/cancel buttons.
******************/
bottomFrame := ui.NewFrame("Button Frame")
frame.Pack(bottomFrame, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 8,
})
// Button factory for the various options.
makeButton := func(text string, handler func()) *ui.Button {
btn := ui.NewButton(text, ui.NewLabel(ui.Label{
Font: balance.LabelFont,
Text: text,
}))
btn.Handle(ui.Click, func(p render.Point) {
handler()
})
bottomFrame.Pack(btn, ui.Pack{
Side: ui.W,
PadX: 2,
})
s.supervisor.Add(btn)
btn.Hide() // all buttons hidden by default
return btn
}
s.alertReplayButton = makeButton("Play Again", func() {
s.RestartLevel()
})
s.alertEditButton = makeButton("Edit Level", func() {
s.EditLevel()
})
s.alertNextButton = makeButton("Next Level", func() {
s.d.Flash("Not Implemented")
})
s.alertExitButton = makeButton("Exit to Menu", func() {
s.d.Goto(&MainScene{})
})
}
s.alertBox = window
s.alertBox.Hide()
}
// EditLevel toggles out of Play Mode to edit the level.
func (s *PlayScene) EditLevel() {
log.Info("Edit Mode, Go!")
s.d.Goto(&EditorScene{
Filename: s.Filename,
Level: s.Level,
})
}
// RestartLevel starts the level over again.
func (s *PlayScene) RestartLevel() {
log.Info("Restart Level")
s.d.Goto(&PlayScene{
Filename: s.Filename,
Level: s.Level,
CanEdit: s.CanEdit,
})
}
// DieByFire ends the level by fire.
func (s *PlayScene) DieByFire() {
log.Info("Watch out for fire!")
s.alertBox.Title = "You've died!"
s.alertBoxLabel.Text = "Watch out for fire!"
s.alertReplayButton.Show()
if s.CanEdit {
s.alertEditButton.Show()
}
s.alertExitButton.Show()
s.alertBox.Show()
// Stop the simulation.
s.running = false
}
// Loop the editor scene.
func (s *PlayScene) Loop(d *Doodle, ev *event.State) error {
// 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()
s.supervisor.Loop(ev)
// Has the window been resized?
if ev.WindowResized {
w, h := d.Engine.WindowSize()
if w != d.width || h != d.height {
d.width = w
d.height = h
s.drawing.Resize(render.NewRect(d.width, d.height))
return nil
}
}
// Switching to Edit Mode?
if s.CanEdit && ev.KeyDown("e") {
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)
}
s.movePlayer(ev)
if err := s.drawing.Loop(ev); err != nil {
log.Error("Drawing loop error: %s", err.Error())
}
}
return nil
}
// Draw the pixels on this frame.
func (s *PlayScene) Draw(d *Doodle) error {
// Clear the canvas and fill it with white.
d.Engine.Clear(render.White)
// Draw the level.
s.drawing.Present(d.Engine, s.drawing.Point())
// Draw out bounding boxes.
d.DrawCollisionBox(s.Player)
// 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())
// Draw the alert box window.
if !s.alertBox.Hidden() {
s.alertBox.Compute(d.Engine)
s.alertBox.MoveTo(render.Point{
X: (d.width / 2) - (s.alertBox.Size().W / 2),
Y: (d.height / 2) - (s.alertBox.Size().H / 2),
})
s.alertBox.Present(d.Engine, s.alertBox.Point())
}
return nil
}
// movePlayer updates the player's X,Y coordinate based on key pressed.
func (s *PlayScene) movePlayer(ev *event.State) {
var playerSpeed = balance.PlayerMaxVelocity
// If antigravity enabled and the Shift key is pressed down, move the
// player by only one pixel per tick.
if s.antigravity && ev.Shift {
playerSpeed = 1
}
var velocity render.Point
if ev.Left {
velocity.X = -playerSpeed
}
if ev.Right {
velocity.X = playerSpeed
}
if ev.Up && (s.Player.Grounded() || s.playerJumpCounter >= 0 || s.antigravity) {
velocity.Y = -playerSpeed
if s.Player.Grounded() {
s.playerJumpCounter = 12
}
}
if ev.Down && s.antigravity {
velocity.Y = playerSpeed
}
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
}