Noah Petherbridge
9a51ac39f9
* New doodad: Invisible Warp Door * All warp doors require the player to be grounded (if affected by gravity) to open them. No jumping or falling thru and opening a warp door mid-air! * Title Screen now randomly selects from a couple of levels. * Title Screen: if it fails to load a level it sets up a basic blank level with a wallpaper instead. * New developer shell command: titlescreen <level> Opens the MainScene with a custom user level as the background. * Add Auto-save to the Editor to save your drawing every 5 minutes * Add a MenuBar to the Play Scene for easier navigation to other features of the game. * Doodad JS API: time.Since() now available.
80 lines
1.9 KiB
Go
80 lines
1.9 KiB
Go
package doodle
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import (
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"git.kirsle.net/apps/doodle/pkg/levelpack"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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"git.kirsle.net/apps/doodle/pkg/windows"
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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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// Set up the menu bar for Play Scene.
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func (u *PlayScene) setupMenuBar(d *Doodle) *ui.MenuBar {
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menu := ui.NewMenuBar("Main Menu")
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////////
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// Game menu
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gameMenu := menu.AddMenu("Game")
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gameMenu.AddItem("Story Mode", func() {
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// TODO: de-duplicate code from MainScene
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if u.winLevelPacks == nil {
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u.winLevelPacks = windows.NewLevelPackWindow(windows.LevelPack{
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Supervisor: u.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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u.winLevelPacks.Hide()
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},
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})
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}
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u.winLevelPacks.MoveTo(render.Point{
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X: (d.width / 2) - (u.winLevelPacks.Size().W / 2),
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Y: (d.height / 2) - (u.winLevelPacks.Size().H / 2),
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})
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u.winLevelPacks.Show()
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})
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gameMenu.AddItemAccel("New drawing", "Ctrl-N", d.GotoNewMenu)
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gameMenu.AddItemAccel("Open drawing", "Ctrl-O", d.GotoLoadMenu)
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gameMenu.AddSeparator()
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gameMenu.AddItem("Quit to menu", func() {
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d.Goto(&MainScene{})
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})
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gameMenu.AddItemAccel("Quit", "Escape", func() {
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d.ConfirmExit()
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})
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////////
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// Level menu
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levelMenu := menu.AddMenu("Level")
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levelMenu.AddItemAccel("Edit level", "E", u.EditLevel)
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// Hilariously broken, someday!
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if usercfg.Current.EnableFeatures {
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levelMenu.AddSeparator()
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levelMenu.AddItemAccel("New viewport", "v", func() {
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pip := windows.MakePiPWindow(d.width, d.height, windows.PiP{
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Supervisor: u.supervisor,
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Engine: u.d.Engine,
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Level: u.Level,
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Event: u.d.event,
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})
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pip.Show()
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})
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}
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d.MakeHelpMenu(menu, u.supervisor)
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menu.Supervise(u.supervisor)
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menu.Compute(d.Engine)
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return menu
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}
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