Noah Petherbridge
1a8a5eb94b
- Fix a memory sharing bug in the Giant Screenshot feature. - Main Menu to eagerload chunks in the background to make scrolling less jittery. No time for a loadscreen! - Extra script debugging: names/IDs of doodads are shown when they send messages to one another. - Level Properties: you can edit the Bounded max width/height values for the level. Doodad changes: - Buttons: fix a timing bug and keep better track of who is stepping on it, only popping up when all colliders have left. The effect: they pop up immediately (not after 200ms) and are more reliable. - Keys: zero-qty keys will no longer put themselves into the inventory of characters who already have one except for the player character. So the Thief will not steal them if she already has the key. Added to the JavaScript API: * time.Hour, time.Minute, time.Second, time.Millisecond, time.Microsecond
261 lines
6.1 KiB
Go
261 lines
6.1 KiB
Go
package uix
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import (
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"errors"
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"fmt"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/keybind"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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)
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/*
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Loop() subroutine to scroll the canvas using arrow keys (for edit mode).
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If w.Scrollable is false this function won't do anything.
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Cursor keys will scroll the drawing by balance.CanvasScrollSpeed per tick.
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If the level pageType is constrained, the scrollable viewport will be
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constrained to fit the bounds of the level.
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The debug boolean `NoLimitScroll=true` will override the bounded level scroll
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restriction and allow scrolling into out-of-bounds areas of the level.
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*/
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func (w *Canvas) loopEditorScroll(ev *event.State) error {
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if !w.Scrollable {
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return errors.New("canvas not scrollable")
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}
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// Arrow keys to scroll the view.
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// Shift key to scroll very slowly.
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var (
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scrollBy = render.Point{}
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scrollSpeed = balance.CanvasScrollSpeed
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)
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if keybind.Shift(ev) {
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scrollSpeed = 1
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}
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// Arrow key handlers.
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if keybind.Right(ev) {
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scrollBy.X -= scrollSpeed
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} else if keybind.Left(ev) {
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scrollBy.X += scrollSpeed
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}
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if keybind.Down(ev) {
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scrollBy.Y -= scrollSpeed
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} else if keybind.Up(ev) {
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scrollBy.Y += scrollSpeed
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}
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if !scrollBy.IsZero() {
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w.ScrollBy(scrollBy)
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}
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// Multitouch events to pan the level, like middle click on desktop.
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if ev.Touching {
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// Intention: user drags with 2 fingers to scroll the canvas.
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// SDL2 will register one finger also as a Button1 mouse click.
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// We need to record the "mouse cursor" as start point but then
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// fake that no click occurs so we don't nick the drawing.
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if !w.scrollDragging {
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w.scrollDragging = true
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w.scrollStartAt = shmem.Cursor
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w.scrollWasAt = w.Scroll
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w.scrollLastDelta = render.Point{}
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} else {
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delta := shmem.Cursor.Compare(w.scrollStartAt)
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w.Scroll = w.scrollWasAt
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w.Scroll.Subtract(delta)
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// So, SDL2 spams us with events for every subtle movement of 2+ fingers
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// on the screen, but we don't know when that STOPS. As a heuristic, it
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// seems we can tell by if the delta stops updating.
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if !w.scrollLastDelta.IsZero() {
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if w.scrollLastDelta == delta {
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ev.Touching = false
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}
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}
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w.scrollLastDelta = delta
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}
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// Lift the mouse button.
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ev.Button1 = false
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return nil
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}
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// Middle click of the mouse to pan the level.
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if keybind.MiddleClick(ev) {
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if !w.scrollDragging {
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w.scrollDragging = true
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w.scrollStartAt = shmem.Cursor
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w.scrollWasAt = w.Scroll
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} else {
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delta := shmem.Cursor.Compare(w.scrollStartAt)
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w.Scroll = w.scrollWasAt
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w.Scroll.Subtract(delta)
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}
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} else {
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if w.scrollDragging {
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w.scrollDragging = false
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}
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}
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return nil
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}
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/*
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Loop() subroutine to constrain the scrolled view to within a bounded level.
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*/
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func (w *Canvas) loopConstrainScroll() error {
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if w.NoLimitScroll {
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return errors.New("NoLimitScroll enabled")
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}
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var (
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capped bool
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maxWidth = w.level.MaxWidth
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maxHeight = w.level.MaxHeight
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)
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// Constrain the bottom and right for limited world sizes.
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if w.wallpaper.pageType >= level.Bounded &&
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maxWidth+maxHeight > 0 {
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var (
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// TODO: downcast from int64!
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mw = int(maxWidth)
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mh = int(maxHeight)
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Viewport = w.Viewport()
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vw = w.ZoomDivide(Viewport.W)
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vh = w.ZoomDivide(Viewport.H)
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)
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if vw > mw {
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delta := vw - mw
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w.Scroll.X += delta
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capped = true
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}
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if vh > mh {
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delta := vh - mh
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w.Scroll.Y += delta
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capped = true
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}
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}
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// Constrain the top and left edges.
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if w.wallpaper.pageType > level.Unbounded {
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if w.Scroll.X > 0 {
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w.Scroll.X = 0
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capped = true
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}
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if w.Scroll.Y > 0 {
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w.Scroll.Y = 0
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capped = true
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}
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}
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if capped {
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return errors.New("scroll limited by level constraint")
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}
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return nil
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}
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/*
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Loop() subroutine for Play Mode to follow an actor in the camera's view.
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Does nothing if w.FollowActor is an empty string. Set it to the ID of an Actor
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to follow. If the actor exists, the Canvas will scroll to keep it on the
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screen.
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*/
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func (w *Canvas) loopFollowActor(ev *event.State) error {
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// Are we following an actor?
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if w.FollowActor == "" {
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return nil
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}
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var (
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VP = w.Viewport()
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engine = shmem.CurrentRenderEngine
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Width, Height = engine.WindowSize()
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midpoint = render.NewPoint(Width/2, Height/2)
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scrollboxHoz = midpoint.X - balance.ScrollboxOffset.X
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scrollboxVert = midpoint.Y - balance.ScrollboxOffset.Y
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)
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// Find the actor.
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for _, actor := range w.actors {
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if actor.ID() != w.FollowActor {
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continue
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}
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var (
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APosition = actor.Position() // absolute world position
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ASize = actor.Drawing.Size()
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scrollBy render.Point
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)
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// Scroll left
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if APosition.X <= VP.X+scrollboxHoz {
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var delta = VP.X + scrollboxHoz - APosition.X
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// constrain in case they're FAR OFF SCREEN so we don't flip back around
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if delta < 0 {
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delta = -delta
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}
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scrollBy.X = delta
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}
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// Scroll right
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if APosition.X >= VP.W-ASize.W-scrollboxHoz {
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var delta = VP.W - ASize.W - APosition.X - scrollboxHoz
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scrollBy.X = delta
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}
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// Scroll up
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if APosition.Y <= VP.Y+scrollboxVert {
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var delta = VP.Y + scrollboxVert - APosition.Y
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if delta < 0 {
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delta = -delta
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}
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scrollBy.Y = delta
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}
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// Scroll down
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if APosition.Y >= VP.H-ASize.H-scrollboxVert {
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var delta = VP.H - ASize.H - APosition.Y - scrollboxVert
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if delta > 300 {
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delta = 300
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} else if delta < -300 {
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delta = -300
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}
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scrollBy.Y = delta
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}
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// Constrain the maximum scroll speed.
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if scrollBy.X > balance.FollowActorMaxScrollSpeed {
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scrollBy.X = balance.FollowActorMaxScrollSpeed
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} else if scrollBy.X < -balance.FollowActorMaxScrollSpeed {
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scrollBy.X = -balance.FollowActorMaxScrollSpeed
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}
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if scrollBy.Y > balance.FollowActorMaxScrollSpeed {
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scrollBy.Y = balance.FollowActorMaxScrollSpeed
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} else if scrollBy.Y < -balance.FollowActorMaxScrollSpeed {
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scrollBy.Y = -balance.FollowActorMaxScrollSpeed
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}
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if scrollBy != render.Origin {
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w.ScrollBy(scrollBy)
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}
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return nil
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}
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return fmt.Errorf("actor ID '%s' not found in level", w.FollowActor)
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}
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