Noah Petherbridge
653184b8f8
* Add an exception catcher that pops open a UI window showing errors that occur in doodad scripts during gameplay. * Shows a preview of the header of the error (character wrapped) with a Copy button to copy the full raw text to clipboard for inspection. * Buttons to dismiss the modal once or stop any further errors from opening during this gameplay session (until next restart). * Add developer shell commands to test the exception catcher: - 'throw <message>' to throw a custom message. - 'throw2' to stress test a "long" message. - 'throw3' to throw a realistic message copied from an actual error. * Scripting engine: console.log() and friends will now insert the script VM's name in front of its messages (the filename + actor ID).
46 lines
1.2 KiB
Go
46 lines
1.2 KiB
Go
package doodle
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import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/gamepad"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/SketchyMaze/doodle/pkg/scripting/exceptions"
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"git.kirsle.net/go/render/event"
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)
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// Scene is an abstraction for a game mode in Doodle. The app points to one
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// scene at a time and that scene has control over the main loop, and its own
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// state information.
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type Scene interface {
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Name() string
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Setup(*Doodle) error
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Destroy() error
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// Loop should update the scene's state but not draw anything.
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Loop(*Doodle, *event.State) error
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// Draw should use the scene's state to figure out what pixels need
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// to draw to the screen.
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Draw(*Doodle) error
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}
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// Goto a scene. First it unloads the current scene.
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func (d *Doodle) Goto(scene Scene) error {
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// Inform the gamepad controller what scene.
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gamepad.SceneName = scene.Name()
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// Clear any debug labels.
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customDebugLabels = []debugLabel{}
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// Teardown existing scene.
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if d.Scene != nil {
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d.Scene.Destroy()
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}
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// Teardown exceptions modal (singleton windows so it can clean up).
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exceptions.Teardown()
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log.Info("Goto Scene: %s", scene.Name())
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d.Scene = scene
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return d.Scene.Setup(d)
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}
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