Noah Petherbridge
672ee9641a
* Adds pkg/savegame to store user progress thru Level Packs. * The savegame.json is mildly tamper resistant by including a checksum along with the JSON body. * The checksum combines the JSON string + an app secret (in savegame.go) + user specific entropy (stored in their settings.json). If the user modifies their save file and the checksum becomes invalid the game will not load the save file, acting like it didn't exist, resetting all their high scores. Updates to the Story Mode window: * On the LevelPacks list: shows e.g. "[completed 0 of 3 levels]" showing a user's progress thru the level pack. * Below the levels on the Detail screen: * Shows an indicator whether the level is completed or not. * Shows high scores (fastest times beating the level) * Shows a padlock icon if levels are locked and the player hasn't reached them yet. Pops up an Alert modal if a locked level is clicked on. Scoring is based around your fastest time elapsed to finish the level. * Perfect Time (gold coin): player has not died during the level. * Best Time (silver coin): player has continued from a checkpoint. In-game an elapsed timer is shown in the top left corner along with the gold or silver coin indicating if your run has been Perfect. If the user enters any Cheat Codes during gameplay they are not eligible to win a high score, but the level will still be marked as completed. The icon next to the in-game timer disappears when a cheat code has been entered.
233 lines
5.2 KiB
Go
233 lines
5.2 KiB
Go
package savegame
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import (
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"bufio"
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"crypto/sha1"
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"encoding/hex"
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"encoding/json"
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"errors"
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"fmt"
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"os"
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"path/filepath"
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"strings"
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"time"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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)
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// SaveGame holds the user's progress thru level packs.
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type SaveGame struct {
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LevelPacks map[string]*LevelPack `json:"levelPacks"`
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}
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// LevelPack holds savegame process for a level pack.
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type LevelPack struct {
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Levels map[string]*Level `json:"levels"`
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}
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// Level holds high score information for a level.
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type Level struct {
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Completed bool `json:"completed"`
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BestTime *time.Duration `json:"bestTime"`
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PerfectTime *time.Duration `json:"perfectTime"`
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}
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// New creates a new SaveGame.
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func New() *SaveGame {
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return &SaveGame{
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LevelPacks: map[string]*LevelPack{},
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}
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}
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// NewLevelPack initializes a LevelPack struct.
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func NewLevelPack() *LevelPack {
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return &LevelPack{
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Levels: map[string]*Level{},
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}
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}
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// GetOrCreate the save game JSON. If the save file isn't found OR has an
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// invalid checksum, it is created. Always returns a valid SaveGame struct
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// and the error may communicate if there was a problem reading an existing file.
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func GetOrCreate() (*SaveGame, error) {
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if sg, err := Load(); err == nil {
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return sg, nil
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} else {
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return New(), err
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}
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}
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// Load the save game JSON from the user's profile directory.
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func Load() (*SaveGame, error) {
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fh, err := os.Open(userdir.SaveFile)
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if err != nil {
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return nil, err
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}
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// Read the checksum line.
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scanner := bufio.NewScanner(fh)
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scanner.Scan()
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var (
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checksum = scanner.Text()
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jsontext []byte
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)
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for scanner.Scan() {
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jsontext = append(jsontext, scanner.Bytes()...)
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}
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// Validate the checksum.
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if !verifyChecksum(jsontext, checksum) {
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return nil, errors.New("checksum error")
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}
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// Parse the JSON.
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var sg = New()
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err = json.Unmarshal(jsontext, sg)
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if err != nil {
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return nil, err
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}
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return sg, nil
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}
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// Save the savegame.json to disk.
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func (sg *SaveGame) Save() error {
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// Encode to JSON.
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text, err := json.Marshal(sg)
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if err != nil {
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return err
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}
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// Create the checksum.
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checksum := makeChecksum(text)
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// Write the file.
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fh, err := os.Create(userdir.SaveFile)
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if err != nil {
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return err
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}
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defer fh.Close()
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fh.Write([]byte(checksum))
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fh.Write([]byte{'\n'})
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fh.Write(text)
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return nil
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}
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// MarkCompleted is a helper function to mark a levelpack level completed.
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// Parameters are the filename of the levelpack and the level therein.
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// Extra path info except the base filename is stripped from both.
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func (sg *SaveGame) MarkCompleted(levelpack, filename string) {
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lvl := sg.GetLevelScore(levelpack, filename)
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lvl.Completed = true
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}
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// NewHighScore may set a new highscore for a level.
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//
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// The level will be marked Completed and if the given score is better
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// than the stored one it will update.
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//
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// Returns true if a new high score was logged.
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func (sg *SaveGame) NewHighScore(levelpack, filename string, isPerfect bool, elapsed time.Duration) bool {
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levelpack = filepath.Base(levelpack)
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filename = filepath.Base(filename)
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score := sg.GetLevelScore(levelpack, filename)
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score.Completed = true
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var newHigh bool
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if isPerfect {
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if score.PerfectTime == nil || *score.PerfectTime > elapsed {
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score.PerfectTime = &elapsed
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newHigh = true
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}
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} else {
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if score.BestTime == nil || *score.BestTime > elapsed {
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score.BestTime = &elapsed
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newHigh = true
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}
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}
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if newHigh {
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if sg.LevelPacks[levelpack] == nil {
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sg.LevelPacks[levelpack] = NewLevelPack()
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}
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sg.LevelPacks[levelpack].Levels[filename] = score
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}
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return newHigh
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}
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// GetLevelScore finds or creates a default Level score.
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func (sg *SaveGame) GetLevelScore(levelpack, filename string) *Level {
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levelpack = filepath.Base(levelpack)
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filename = filepath.Base(filename)
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if _, ok := sg.LevelPacks[levelpack]; !ok {
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sg.LevelPacks[levelpack] = NewLevelPack()
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}
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if row, ok := sg.LevelPacks[levelpack].Levels[filename]; ok {
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return row
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} else {
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row = &Level{}
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sg.LevelPacks[levelpack].Levels[filename] = row
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return row
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}
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}
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// CountCompleted returns the number of completed levels in a levelpack.
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func (sg *SaveGame) CountCompleted(levelpack string) int {
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var count int
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levelpack = filepath.Base(levelpack)
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if lp, ok := sg.LevelPacks[levelpack]; ok {
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for _, lvl := range lp.Levels {
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if lvl.Completed {
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count++
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}
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}
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}
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return count
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}
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// FormatDuration pretty prints a time.Duration in MM:SS format.
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func FormatDuration(d time.Duration) string {
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d = d.Round(time.Millisecond)
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var (
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hour = d / time.Hour
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minute = d / time.Minute
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second = d / time.Second
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ms = fmt.Sprintf("%d", d/time.Millisecond%1000)
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)
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// Limit milliseconds to 2 digits.
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if len(ms) > 2 {
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ms = ms[:2]
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}
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return strings.TrimPrefix(
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fmt.Sprintf("%02d:%02d:%02d.%s", hour, minute, second, ms),
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"00:",
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)
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}
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// Hashing key that goes into the level's save data.
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var secretKey = []byte(`Sc\x96R\x8e\xba\x96\x8e\x1fg\x01Q\xf5\xcbIX`)
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func makeChecksum(jsontext []byte) string {
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h := sha1.New()
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h.Write(jsontext)
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h.Write(secretKey)
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h.Write(usercfg.Current.Entropy)
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return hex.EncodeToString(h.Sum(nil))
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}
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func verifyChecksum(jsontext []byte, checksum string) bool {
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expect := makeChecksum(jsontext)
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return expect == checksum
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}
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