Noah Petherbridge
ddcad27485
Convert the Chunker size to a uint8 so chunk sizes are limited to 255px. This means that inside of a chunk, uint8's can track the relative pixel coordinates and result in a great memory savings since all of these uint8's are currently 64-bits wide apiece. WIP on rectangular shaped doodads: * You can create such a doodad in the editor and draw it normally. * It doesn't draw the right size when dragged into your level however: - In uix.Actor.Size() it gets a rect of the doodad's square Chunker size, instead of getting the proper doodad.Size rect. - If you give it the doodad.Size rect, it draws the Canvas size correctly instead of a square - the full drawing appears and in gameplay its hitbox (assuming the same large rectangle size) works correctly in-game. - But, the doodad has scrolling issues when it gets to the top or left edge of the screen! This old gnarly bug has come back. For some reason square canvas doodads draw correctly but rectangular ones have the drawing scroll just a bit - how far it scrolls is proportional to how big the doodad is, with the Start Flag only scrolling a few pixels before it stops.
131 lines
3.4 KiB
Go
131 lines
3.4 KiB
Go
package doodle
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import (
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"fmt"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
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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/ui"
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)
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// setupInventoryHud configures the Inventory HUD.
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func (s *PlayScene) setupInventoryHud() {
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s.invenFrame = ui.NewFrame("Inventory")
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s.invenDoodads = map[string]*uix.Canvas{}
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s.invenFrame.Configure(ui.Config{
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BorderStyle: ui.BorderRaised,
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BorderSize: 2,
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Background: render.RGBA(128, 128, 128, 60),
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})
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// Items label.
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label := ui.NewLabel(ui.Label{
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Text: "Items:",
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Font: balance.LabelFont,
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})
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label.Compute(s.d.Engine)
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// Configure the label tall enough to cover typical 32x32 item doodads.
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// This pushes the Frame height tall enough.
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label.Configure(ui.Config{
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Height: 36,
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Width: label.Size().W + 2,
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})
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s.invenFrame.Pack(label, ui.Pack{
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Side: ui.W,
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PadX: 2,
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PadY: 4,
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})
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// Add the inventory frame to the screen frame.
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s.screen.Place(s.invenFrame, ui.Place{
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Top: 40,
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Right: 40,
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})
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// Hide inventory if empty.
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if len(s.invenItems) == 0 {
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s.invenFrame.Hide()
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}
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}
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// computeInventory adjusts the inventory HUD when the player's inventory changes.
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func (s *PlayScene) computeInventory() {
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items := s.Player.ListItems()
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// Inventory has changed! See which doodads we have
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// and which we need to load.
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var seen = map[string]interface{}{}
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for _, filename := range items {
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seen[filename] = nil
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if _, ok := s.invenDoodads[filename]; !ok {
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// Cache miss. Load the doodad here.
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doodad, err := doodads.LoadFile(filename)
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if err != nil {
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s.d.FlashError("Inventory item '%s' error: %s", filename, err)
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continue
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}
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canvas := uix.NewCanvas(doodad.ChunkSize8(), false)
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canvas.SetBackground(render.RGBA(1, 0, 0, 0))
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canvas.LoadDoodad(doodad)
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canvas.Resize(render.NewRect(
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doodad.ChunkSize(), doodad.ChunkSize(),
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))
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s.invenFrame.Pack(canvas, ui.Pack{
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Side: ui.W,
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// TODO: work around a weird padding bug. item had too
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// tall a top margin when added to the inventory frame!
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PadX: 8,
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})
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s.invenDoodads[filename] = canvas
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}
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// For items with >1 quantity, show the quantity in the corner.
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if qty := s.Player.HasItem(filename); qty > 0 {
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s.invenDoodads[filename].CornerLabel = fmt.Sprintf("%d", qty)
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} else {
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s.invenDoodads[filename].CornerLabel = ""
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}
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s.invenDoodads[filename].Show()
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}
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// Hide any doodad that used to be in the inventory but now is not.
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for filename, canvas := range s.invenDoodads {
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if _, ok := seen[filename]; !ok {
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canvas.Hide()
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}
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}
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// Recompute the size of the inventory frame.
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// TODO: this works around a bug in ui.Frame, at the bottom of
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// compute_packed, a frame Resize's itself to fit the children but this
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// trips the "manually set size" boolean... packing more items after a
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// computer doesn't resize the frame. So here, we resize-auto it to
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// reset that boolean so the next compute, picks the right size.
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s.invenFrame.Configure(ui.Config{
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AutoResize: true,
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Width: 1,
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Height: 1,
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})
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s.invenFrame.Compute(s.d.Engine)
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// If we removed all items, hide the frame.
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if len(items) == 0 {
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s.invenFrame.Hide()
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} else {
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s.invenFrame.Show()
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}
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// Cache the item list so we don't run the above logic every single tick.
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s.invenItems = items
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// Compute the inventory frame so it positions and wraps the items.
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s.screen.Compute(s.d.Engine)
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}
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