Noah Petherbridge
1a9706c09f
* Rework the Story Mode UI to display level thumbnails. * Responsive UI: defaults to wide screen mode and shows 3 levels horizontally but on narrow/mobile display, shows 2 levels per page in portrait. * Add "Tiny" screenshot size (224x126) to fit the Story Mode UI. * Make the pager buttons bigger and more touchable. * Maximize the game window on startup unless the -w option with a specific window resolution is provided.
760 lines
19 KiB
Go
760 lines
19 KiB
Go
package doodle
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import (
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"fmt"
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"math/rand"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
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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/license"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen"
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"git.kirsle.net/SketchyMaze/doodle/pkg/native"
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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/uix"
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"git.kirsle.net/SketchyMaze/doodle/pkg/updater"
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"git.kirsle.net/SketchyMaze/doodle/pkg/windows"
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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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"git.kirsle.net/go/ui/style"
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)
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// MainScene implements the main menu of Doodle.
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type MainScene struct {
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Supervisor *ui.Supervisor
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LevelFilename string // custom level filename to load in background
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// Background wallpaper canvas.
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scripting *scripting.Supervisor
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canvas *uix.Canvas
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// UI components.
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labelTitle *ui.Label
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labelSubtitle *ui.Label
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labelVersion *ui.Label
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labelHint *ui.Label
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frame *ui.Frame // Main button frame
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winRegister *ui.Window
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winSettings *ui.Window
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winLevelPacks *ui.Window
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winPlayLevel *ui.Window
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winOpenDrawing *ui.Window
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// Update check variables.
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updateButton *ui.Button
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updateInfo updater.VersionInfo
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// Lazy scroll variables. See LoopLazyScroll().
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PauseLazyScroll bool // exported for dev console
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lazyScrollBounce bool
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lazyScrollTrajectory render.Point
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lazyScrollLastValue render.Point
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// Landscape mode: if the screen isn't tall enough to see the main
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// menu we redo the layout to be landscape friendly. NOTE: this only
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// happens one time, and does not re-adapt when the window is made
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// tall enough again.
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landscapeMode bool
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// Debug F3 overlay vars
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debLoadingViewport *string
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}
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/*
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MakePhotogenic tweaks some variables to make a screenshotable title screen.
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This function is designed to be called from the developer shell:
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$ d.Scene.MakePhotogenic(true)
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It automates the pausing of lazy scroll and hiding of UI elements except
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for just the title and version number.
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*/
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func (s *MainScene) MakePhotogenic(v bool) {
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if v {
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s.PauseLazyScroll = true
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s.ButtonFrame().Hide()
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s.LabelHint().Hide()
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} else {
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s.PauseLazyScroll = false
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s.ButtonFrame().Show()
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s.LabelHint().Show()
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}
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}
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// Name of the scene.
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func (s *MainScene) Name() string {
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return "Main"
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}
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// Setup the scene.
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func (s *MainScene) Setup(d *Doodle) error {
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s.debLoadingViewport = new(string)
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customDebugLabels = []debugLabel{
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{"Chunks:", s.debLoadingViewport},
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}
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s.Supervisor = ui.NewSupervisor()
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if err := s.SetupDemoLevel(d); err != nil {
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return err
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}
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// Main title label
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s.labelTitle = ui.NewLabel(ui.Label{
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Text: branding.AppName,
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Font: balance.TitleScreenFont,
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})
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s.labelTitle.Compute(d.Engine)
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// Subtitle/byline.
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s.labelSubtitle = ui.NewLabel(ui.Label{
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Text: branding.Byline,
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Font: balance.TitleScreenSubtitleFont,
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})
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s.labelSubtitle.Compute(d.Engine)
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// Version label.
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var shareware string
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if !license.IsRegistered() {
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shareware = " (shareware)"
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}
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ver := ui.NewLabel(ui.Label{
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Text: fmt.Sprintf("v%s%s", branding.Version, shareware),
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Font: balance.TitleScreenVersionFont,
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})
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ver.Compute(d.Engine)
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s.labelVersion = ver
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// Arrow Keys hint label (scroll the demo level).
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s.labelHint = ui.NewLabel(ui.Label{
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Text: "Hint: press the Arrow keys",
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Font: render.Text{
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Size: 16,
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Color: render.Grey,
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Shadow: render.Purple,
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},
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})
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s.labelHint.Compute(d.Engine)
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// "Update Available" button.
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s.updateButton = ui.NewButton("Update Button", ui.NewLabel(ui.Label{
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Text: "An update is available!",
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Font: render.Text{
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FontFilename: balance.SansBoldFont,
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Size: 16,
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Color: render.Blue,
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Padding: 4,
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},
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}))
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s.updateButton.Handle(ui.Click, func(ed ui.EventData) error {
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native.OpenURL(s.updateInfo.DownloadURL)
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return nil
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})
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s.updateButton.Compute(d.Engine)
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s.updateButton.Hide()
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s.Supervisor.Add(s.updateButton)
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// Main UI button frame.
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frame := ui.NewFrame("frame")
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s.frame = frame
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var buttons = []struct {
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Name string
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If func() bool
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Func func()
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Style *style.Button
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}{
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{
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Name: "Story Mode",
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Func: func() {
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if s.winLevelPacks == nil {
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s.winLevelPacks = windows.NewLevelPackWindow(windows.LevelPack{
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Supervisor: s.Supervisor,
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Engine: d.Engine,
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OnPlayLevel: func(lp *levelpack.LevelPack, which levelpack.Level) {
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if err := d.PlayFromLevelpack(lp, which); err != nil {
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shmem.FlashError(err.Error())
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}
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},
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OnCloseWindow: func() {
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s.winLevelPacks.Destroy()
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s.winLevelPacks = nil
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},
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})
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}
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s.winLevelPacks.MoveTo(render.Point{
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X: (d.width / 2) - (s.winLevelPacks.Size().W / 2),
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Y: (d.height / 2) - (s.winLevelPacks.Size().H / 2),
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})
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s.winLevelPacks.Show()
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},
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Style: &balance.ButtonBabyBlue,
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},
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{
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Name: "Play a Level",
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Func: func() {
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s.showOpenDrawing(d, true)
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},
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Style: &balance.ButtonBabyBlue,
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},
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{
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Name: "New Drawing",
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Func: d.GotoNewMenu,
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Style: &balance.ButtonPink,
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},
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{
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Name: "Edit Drawing",
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Func: func() {
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s.showOpenDrawing(d, false)
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},
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Style: &balance.ButtonPink,
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},
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{
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Name: "Settings",
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Func: func() {
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if s.winSettings == nil {
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s.winSettings = d.MakeSettingsWindow(s.Supervisor)
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}
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s.winSettings.Show()
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},
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},
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{
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Name: "Register",
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If: func() bool {
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return !license.IsRegistered()
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},
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Func: func() {
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if s.winRegister == nil {
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cfg := windows.License{
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Supervisor: s.Supervisor,
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Engine: d.Engine,
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OnCancel: func() {
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s.winRegister.Hide()
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},
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}
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cfg.OnLicensed = func() {
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// License status has changed, reload the window!
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if s.winRegister != nil {
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s.winRegister.Hide()
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}
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s.winRegister = windows.MakeLicenseWindow(d.width, d.height, cfg)
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}
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cfg.OnLicensed()
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}
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s.winRegister.Show()
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},
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Style: &balance.ButtonPrimary,
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},
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}
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for _, button := range buttons {
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if check := button.If; check != nil && !check() {
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continue
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}
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button := button
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btn := ui.NewButton(button.Name, ui.NewLabel(ui.Label{
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Text: button.Name,
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Font: balance.StatusFont,
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}))
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btn.Handle(ui.Click, func(ed ui.EventData) error {
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button.Func()
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return nil
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})
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if button.Style != nil {
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btn.SetStyle(button.Style)
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}
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s.Supervisor.Add(btn)
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frame.Pack(btn, ui.Pack{
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Side: ui.N,
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PadY: 8,
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// Fill: true,
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FillX: true,
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})
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}
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// Check for update in the background.
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go s.checkUpdate()
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// Migrate the savefile format to UUIDs.
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go func() {
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if err := savegame.Migrate(); err != nil {
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log.Error(err.Error())
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}
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}()
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// Eager load the level in background, no time for load screen.
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go func() {
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if err := s.setupAsync(d); err != nil {
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log.Error("MainScene.setupAsync: %s", err)
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}
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}()
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// Trigger our "Window Resized" function so we can check if the
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// layout needs to be switched to landscape mode for mobile.
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s.Resized(d.width, d.height)
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return nil
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}
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// common function to show the "Open Drawing" window for the Play Level/Edit Drawing buttons.
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func (s *MainScene) showOpenDrawing(d *Doodle, forPlay bool) {
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// Find or create the relevant window.
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var window *ui.Window
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if forPlay {
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window = s.winPlayLevel
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if window == nil {
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window = windows.NewOpenDrawingWindow(windows.OpenDrawing{
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Supervisor: s.Supervisor,
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Engine: shmem.CurrentRenderEngine,
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LevelsOnly: true,
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OnOpenDrawing: func(filename string) {
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d.PlayLevel(filename)
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},
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OnCloseWindow: func() {
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s.winPlayLevel.Destroy()
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s.winPlayLevel = nil
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},
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})
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s.winPlayLevel = window
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}
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} else {
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window = s.winOpenDrawing
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if window == nil {
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window = windows.NewOpenDrawingWindow(windows.OpenDrawing{
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Supervisor: s.Supervisor,
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Engine: shmem.CurrentRenderEngine,
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OnOpenDrawing: func(filename string) {
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d.EditFile(filename)
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},
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OnCloseWindow: func() {
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s.winOpenDrawing.Destroy()
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s.winOpenDrawing = nil
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},
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})
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s.winOpenDrawing = window
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}
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}
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window.MoveTo(render.Point{
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X: (d.width / 2) - (window.Size().W / 2),
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Y: (d.height / 2) - (window.Size().H / 2),
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})
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window.Show()
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}
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// setupAsync runs background tasks from setup, e.g. eager load
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// chunks of the level for cache.
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func (s *MainScene) setupAsync(d *Doodle) error {
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loadscreen.PreloadAllChunkBitmaps(s.canvas.Chunker())
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return nil
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}
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// checkUpdate checks for a version update and shows the button.
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func (s *MainScene) checkUpdate() {
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if shmem.OfflineMode {
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log.Info("OfflineMode: skip updates check")
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return
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}
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info, err := updater.Check()
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if err != nil {
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log.Error(err.Error())
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return
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}
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if info.IsNewerVersionThan(branding.Version) {
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s.updateInfo = info
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s.updateButton.Show()
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}
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}
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// SetupDemoLevel configures the wallpaper behind the New screen,
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// which demos a title screen demo level.
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func (s *MainScene) SetupDemoLevel(d *Doodle) error {
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// Set up the background wallpaper canvas.
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s.canvas = uix.NewCanvas(100, false)
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s.canvas.Scrollable = true
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s.canvas.Resize(render.Rect{
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W: d.width,
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H: d.height,
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})
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s.scripting = scripting.NewSupervisor()
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s.canvas.SetScriptSupervisor(s.scripting)
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// Title screen level to load. Pick a random level.
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var (
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levelName = balance.DemoLevelName[0]
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fromLevelPack = true
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lvl *level.Level
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)
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if s.LevelFilename != "" {
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// User provided a custom level name, nix the demo levelpack.
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levelName = s.LevelFilename
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fromLevelPack = false
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} else if len(balance.DemoLevelName) > 1 {
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randIndex := rand.Intn(len(balance.DemoLevelName))
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levelName = balance.DemoLevelName[randIndex]
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}
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// Get the level from the DemoLevelPack?
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if fromLevelPack {
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log.Debug("Initializing titlescreen from DemoLevelPack: %s", balance.DemoLevelPack)
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lp, err := levelpack.LoadFile(balance.DemoLevelPack)
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if err != nil {
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log.Error("Error loading DemoLevelPack(%s): %s", balance.DemoLevelPack, err)
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} else {
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log.Debug("Loading selected level from pack: %s", levelName)
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levelbin, err := lp.GetFile("levels/" + levelName)
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if err != nil {
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log.Error("Error getting level from DemoLevelpack(%s#%s): %s",
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balance.DemoLevelPack,
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levelName,
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err,
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)
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} else {
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log.Debug("Parsing loaded level data (%d bytes)", len(levelbin))
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lvl, err = level.FromJSON(levelName, levelbin)
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if err != nil {
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log.Error("DemoLevelPack FromJSON(%s): %s", levelName, err)
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lvl = nil
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}
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}
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}
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}
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// May be a user-provided level.
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if lvl == nil {
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if trylvl, err := level.LoadFile(levelName); err == nil {
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lvl = trylvl
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} else {
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log.Error("Error loading demo level %s: %s", balance.DemoLevelName, err)
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}
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}
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// If still no level, initialize a basic notebook background.
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if lvl != nil {
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s.canvas.LoadLevel(lvl)
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s.canvas.InstallActors(lvl.Actors)
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// Load all actor scripts.
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if err := s.scripting.InstallScripts(lvl); err != nil {
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log.Error("Error with title screen level scripts: %s", err)
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}
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// Run all actors scripts main function to start them off.
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if err := s.canvas.InstallScripts(); err != nil {
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log.Error("Error running actor main() functions: %s", err)
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}
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} else {
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// Create a basic notebook level.
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s.canvas.LoadLevel(&level.Level{
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Chunker: level.NewChunker(100),
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Palette: level.NewPalette(),
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PageType: level.Bounded,
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MaxWidth: 42,
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MaxHeight: 42,
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Wallpaper: "notebook.png",
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})
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}
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return nil
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}
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// Loop the editor scene.
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func (s *MainScene) Loop(d *Doodle, ev *event.State) error {
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s.Supervisor.Loop(ev)
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inside, outside := s.canvas.LoadUnloadMetrics()
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*s.debLoadingViewport = fmt.Sprintf("%d in %d out", inside, outside)
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if err := s.scripting.Loop(); err != nil {
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log.Error("MainScene.Loop: scripting.Loop: %s", err)
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}
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// Lazily scroll the canvas around, slowly.
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s.LoopLazyScroll()
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s.canvas.Loop(ev)
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if ev.WindowResized {
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s.Resized(d.width, d.height)
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}
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return nil
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}
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// Resized the app window.
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func (s *MainScene) Resized(width, height int) {
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log.Info("Resized to %dx%d", width, height)
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// If the height is not tall enough for the menu, switch to the horizontal layout.
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isLandscape := balance.IsShortWide(width, height)
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if isLandscape != s.landscapeMode {
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log.Info("Toggled LandscapeMode to: %+v", isLandscape)
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}
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s.landscapeMode = isLandscape
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s.canvas.Resize(render.Rect{
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W: width,
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H: height,
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})
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}
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// ButtonFrame returns the main button frame.
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func (s *MainScene) ButtonFrame() *ui.Frame {
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return s.frame
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}
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// LabelVersion returns the version widget.
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func (s *MainScene) LabelVersion() *ui.Label {
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return s.labelVersion
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}
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// LabelHint returns the hint widget.
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func (s *MainScene) LabelHint() *ui.Label {
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return s.labelHint
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}
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// Move things into position for the main menu. This function arranges
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// the Title, Subtitle, Buttons, etc. into screen relative positions every
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// tick. This function sets their 'default' values, but if the window is
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// not tall enough and needs the landscape orientation, positionMenuLandscape()
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// will override these defaults.
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func (s *MainScene) positionMenuPortrait(d *Doodle) {
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// App title label.
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s.labelTitle.MoveTo(render.Point{
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X: (d.width / 2) - (s.labelTitle.Size().W / 2),
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Y: 120,
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})
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// App subtitle label (byline).
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|
s.labelSubtitle.MoveTo(render.Point{
|
|
X: (d.width / 2) - (s.labelSubtitle.Size().W / 2),
|
|
Y: s.labelTitle.Point().Y + s.labelTitle.Size().H + 8,
|
|
})
|
|
|
|
// Version label
|
|
s.labelVersion.MoveTo(render.Point{
|
|
X: (d.width) - (s.labelVersion.Size().W) - 20,
|
|
Y: 20,
|
|
})
|
|
|
|
// Hint label.
|
|
s.labelHint.MoveTo(render.Point{
|
|
X: (d.width / 2) - (s.labelHint.Size().W / 2),
|
|
Y: d.height - s.labelHint.Size().H - 32,
|
|
})
|
|
|
|
// Update button.
|
|
s.updateButton.MoveTo(render.Point{
|
|
X: 24,
|
|
Y: d.height - s.updateButton.Size().H - 24,
|
|
})
|
|
|
|
// Button frame.
|
|
s.frame.MoveTo(render.Point{
|
|
X: (d.width / 2) - (s.frame.Size().W / 2),
|
|
Y: 260,
|
|
})
|
|
}
|
|
|
|
func (s *MainScene) positionMenuLandscape(d *Doodle) {
|
|
s.positionMenuPortrait(d)
|
|
|
|
var (
|
|
col1 = render.Rect{
|
|
X: 0,
|
|
Y: 0,
|
|
W: d.width / 2,
|
|
H: d.height,
|
|
}
|
|
col2 = render.Rect{
|
|
X: d.width,
|
|
Y: 0,
|
|
W: d.width - col1.W,
|
|
H: d.height,
|
|
}
|
|
)
|
|
|
|
// Title and subtitle move to the left.
|
|
s.labelTitle.MoveTo(render.Point{
|
|
X: (col1.W / 2) - (s.labelTitle.Size().W / 2),
|
|
Y: s.labelTitle.Point().Y,
|
|
})
|
|
s.labelSubtitle.MoveTo(render.Point{
|
|
X: (col1.W / 2) - (s.labelSubtitle.Size().W / 2),
|
|
Y: s.labelTitle.Point().Y + s.labelTitle.Size().H + 8,
|
|
})
|
|
|
|
// Button frame to the right.
|
|
s.frame.MoveTo(render.Point{
|
|
X: (col2.X+col2.W)/2 - (s.frame.Size().W / 2),
|
|
Y: (d.height / 2) - (s.frame.Size().H / 2),
|
|
})
|
|
}
|
|
|
|
// LoopLazyScroll gently scrolls the title screen demo level, called each Loop.
|
|
func (s *MainScene) LoopLazyScroll() {
|
|
if s.PauseLazyScroll {
|
|
return
|
|
}
|
|
|
|
// The v1 basic sauce algorithm:
|
|
// 1. We scroll diagonally downwards and rightwards.
|
|
// 2. When we scroll downwards far enough, we change direction.
|
|
// Make a zigzag pattern.
|
|
// 3. When we reach the right bound of the level
|
|
// OR some max number of px into an unbounded level:
|
|
// enter a simple ball bouncing mode like a screensaver.
|
|
var (
|
|
zigzagMaxHeight = 512
|
|
maxScrollX = zigzagMaxHeight * 2
|
|
lastScrollValue = s.lazyScrollLastValue
|
|
currentScroll = s.canvas.Scroll
|
|
)
|
|
|
|
// So we have two states:
|
|
// - Zigzag state (default)
|
|
// - Bounce state (when we hit a wall)
|
|
if !s.lazyScrollBounce {
|
|
// Zigzag state.
|
|
s.lazyScrollTrajectory = render.Point{
|
|
X: -1, // down and right
|
|
Y: -1,
|
|
}
|
|
|
|
// When we've gone far enough X, it's also far enough Y.
|
|
if currentScroll.X < -zigzagMaxHeight {
|
|
s.lazyScrollTrajectory.Y = 1 // go back up
|
|
}
|
|
|
|
// Have we gotten stuck in a corner? (ending the zigzag phase, for bounded levels)
|
|
if currentScroll.X < 0 && (currentScroll == lastScrollValue) || currentScroll.X < -maxScrollX {
|
|
log.Debug("LoopLazyScroll: Ending zigzag phase, enter bounce phase")
|
|
s.lazyScrollBounce = true
|
|
s.lazyScrollTrajectory = render.Point{
|
|
X: -1,
|
|
Y: -1,
|
|
}
|
|
}
|
|
} else {
|
|
var (
|
|
// Bounded and bordered levels will naturally hit
|
|
// an edge and stop scrolling
|
|
bounceY = currentScroll.Y == lastScrollValue.Y
|
|
bounceX = currentScroll.X == lastScrollValue.X
|
|
worldsize = s.canvas.Chunker().WorldSize()
|
|
viewport = s.canvas.Viewport()
|
|
)
|
|
|
|
// In case of unbounded levels, set limits ourself.
|
|
if !bounceX {
|
|
if viewport.X < worldsize.X || viewport.X > worldsize.W {
|
|
bounceX = true
|
|
|
|
// Set the trajectory the right direction immediately.
|
|
if viewport.X < worldsize.X {
|
|
s.lazyScrollTrajectory.X = 1
|
|
} else {
|
|
s.lazyScrollTrajectory.X = -1
|
|
}
|
|
}
|
|
}
|
|
if !bounceY {
|
|
if viewport.Y < worldsize.Y || viewport.Y > worldsize.H {
|
|
bounceY = true
|
|
|
|
// Set the trajectory the right direction immediately.
|
|
if viewport.Y < worldsize.Y {
|
|
s.lazyScrollTrajectory.Y = 1
|
|
} else {
|
|
s.lazyScrollTrajectory.Y = -1
|
|
}
|
|
}
|
|
}
|
|
|
|
// Lazy bounce algorithm.
|
|
if bounceY {
|
|
log.Debug("LoopLazyScroll: Hit a floor/ceiling")
|
|
s.lazyScrollTrajectory.Y = -s.lazyScrollTrajectory.Y
|
|
}
|
|
if bounceX {
|
|
log.Debug("LoopLazyScroll: Hit the side of the map!")
|
|
s.lazyScrollTrajectory.X = -s.lazyScrollTrajectory.X
|
|
}
|
|
}
|
|
|
|
// Check the scroll.
|
|
s.lazyScrollLastValue = currentScroll
|
|
s.canvas.ScrollBy(s.lazyScrollTrajectory)
|
|
}
|
|
|
|
// Draw the pixels on this frame.
|
|
func (s *MainScene) Draw(d *Doodle) error {
|
|
// Clear the canvas and fill it with white.
|
|
d.Engine.Clear(render.White)
|
|
|
|
s.canvas.Present(d.Engine, render.Origin)
|
|
|
|
// Draw a sheen over the level for clarity.
|
|
d.Engine.DrawBox(render.RGBA(255, 255, 254, 96), render.Rect{
|
|
X: 0,
|
|
Y: 0,
|
|
W: d.width,
|
|
H: d.height,
|
|
})
|
|
|
|
// Draw out bounding boxes.
|
|
if DebugCollision {
|
|
for _, actor := range s.canvas.Actors() {
|
|
d.DrawCollisionBox(s.canvas, actor)
|
|
}
|
|
}
|
|
|
|
// Arrange the main widgets by Portrait or Landscape mode.
|
|
if s.landscapeMode {
|
|
s.positionMenuLandscape(d)
|
|
} else {
|
|
s.positionMenuPortrait(d)
|
|
}
|
|
|
|
// App title label.
|
|
s.labelTitle.Present(d.Engine, s.labelTitle.Point())
|
|
|
|
// App subtitle label (byline).
|
|
s.labelSubtitle.Present(d.Engine, s.labelSubtitle.Point())
|
|
|
|
// Version label
|
|
s.labelVersion.Present(d.Engine, s.labelVersion.Point())
|
|
|
|
// Hint label.
|
|
s.labelHint.Present(d.Engine, s.labelHint.Point())
|
|
|
|
// Update button.
|
|
s.updateButton.Present(d.Engine, s.updateButton.Point())
|
|
|
|
s.frame.Compute(d.Engine)
|
|
s.frame.Present(d.Engine, s.frame.Point())
|
|
|
|
// Present supervised windows.
|
|
s.Supervisor.Present(d.Engine)
|
|
|
|
return nil
|
|
}
|
|
|
|
// Destroy the scene.
|
|
func (s *MainScene) Destroy() error {
|
|
log.Debug("MainScene.Destroy(): clean up the demo level canvas")
|
|
s.canvas.Destroy()
|
|
return nil
|
|
}
|