doodle/pkg/play_scene_menubar.go
Noah Petherbridge 9a51ac39f9 Spit and polish
* 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.
2022-01-02 22:36:32 -08:00

80 lines
1.9 KiB
Go

package doodle
import (
"git.kirsle.net/apps/doodle/pkg/levelpack"
"git.kirsle.net/apps/doodle/pkg/shmem"
"git.kirsle.net/apps/doodle/pkg/usercfg"
"git.kirsle.net/apps/doodle/pkg/windows"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// Set up the menu bar for Play Scene.
func (u *PlayScene) setupMenuBar(d *Doodle) *ui.MenuBar {
menu := ui.NewMenuBar("Main Menu")
////////
// Game menu
gameMenu := menu.AddMenu("Game")
gameMenu.AddItem("Story Mode", func() {
// TODO: de-duplicate code from MainScene
if u.winLevelPacks == nil {
u.winLevelPacks = windows.NewLevelPackWindow(windows.LevelPack{
Supervisor: u.supervisor,
Engine: d.Engine,
OnPlayLevel: func(lp levelpack.LevelPack, which levelpack.Level) {
if err := d.PlayFromLevelpack(lp, which); err != nil {
shmem.FlashError(err.Error())
}
},
OnCloseWindow: func() {
u.winLevelPacks.Hide()
},
})
}
u.winLevelPacks.MoveTo(render.Point{
X: (d.width / 2) - (u.winLevelPacks.Size().W / 2),
Y: (d.height / 2) - (u.winLevelPacks.Size().H / 2),
})
u.winLevelPacks.Show()
})
gameMenu.AddItemAccel("New drawing", "Ctrl-N", d.GotoNewMenu)
gameMenu.AddItemAccel("Open drawing", "Ctrl-O", d.GotoLoadMenu)
gameMenu.AddSeparator()
gameMenu.AddItem("Quit to menu", func() {
d.Goto(&MainScene{})
})
gameMenu.AddItemAccel("Quit", "Escape", func() {
d.ConfirmExit()
})
////////
// Level menu
levelMenu := menu.AddMenu("Level")
levelMenu.AddItemAccel("Edit level", "E", u.EditLevel)
// Hilariously broken, someday!
if usercfg.Current.EnableFeatures {
levelMenu.AddSeparator()
levelMenu.AddItemAccel("New viewport", "v", func() {
pip := windows.MakePiPWindow(d.width, d.height, windows.PiP{
Supervisor: u.supervisor,
Engine: u.d.Engine,
Level: u.Level,
Event: u.d.event,
})
pip.Show()
})
}
d.MakeHelpMenu(menu, u.supervisor)
menu.Supervise(u.supervisor)
menu.Compute(d.Engine)
return menu
}