Noah Petherbridge
a504658055
* The game's tick counter was moved from Doodle.ticks to shmem.Tick where it is more easily available from every corner of the code. * Fix a bug in the Level Editor where dragging an already-existing actor from one part of your map to another, would cause it to lose all its data (especially its UUID), breaking links to other doodads. Now the existing Actor catches a ride on the drag object to be reinserted later. * Animate the Link Line visualizers between actors. They now animate a blinking color between magenta and grey-ish.
260 lines
5.5 KiB
Go
260 lines
5.5 KiB
Go
package doodle
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import (
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"fmt"
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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/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"github.com/kirsle/golog"
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)
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const (
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// TargetFPS is the frame rate to cap the game to.
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TargetFPS = 1000 / 60 // 60 FPS
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// Millisecond64 is a time.Millisecond casted to float64.
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Millisecond64 = float64(time.Millisecond)
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)
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// Doodle is the game object.
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type Doodle struct {
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Debug bool
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Engine render.Engine
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engineReady bool
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// Easy access to the event state, for the debug overlay to use.
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// Might not be thread safe.
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event *events.State
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startTime time.Time
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running bool
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width int
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height int
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// Command line shell options.
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shell Shell
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Scene Scene
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}
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// New initializes the game object.
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func New(debug bool, engine render.Engine) *Doodle {
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d := &Doodle{
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Debug: debug,
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Engine: engine,
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startTime: time.Now(),
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running: true,
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width: balance.Width,
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height: balance.Height,
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}
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d.shell = NewShell(d)
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// Make the render engine globally available. TODO: for wasm/ToBitmap
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shmem.CurrentRenderEngine = engine
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shmem.Flash = d.Flash
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if debug {
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log.Logger.Config.Level = golog.DebugLevel
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// DebugOverlay = true // on by default in debug mode, F3 to disable
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}
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return d
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}
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// SetWindowSize sets the size of the Doodle window.
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func (d *Doodle) SetWindowSize(width, height int) {
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d.width = width
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d.height = height
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}
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// Title returns the game's preferred window title.
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func (d *Doodle) Title() string {
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return fmt.Sprintf("%s v%s", branding.AppName, branding.Version)
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}
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// SetupEngine sets up the rendering engine.
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func (d *Doodle) SetupEngine() error {
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if err := d.Engine.Setup(); err != nil {
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return err
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}
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d.engineReady = true
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return nil
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}
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// Run initializes SDL and starts the main loop.
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func (d *Doodle) Run() error {
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if !d.engineReady {
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if err := d.SetupEngine(); err != nil {
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return err
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}
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}
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// Set up the default scene.
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if d.Scene == nil {
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// d.Goto(&GUITestScene{})
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// d.NewMap()
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d.Goto(&MainScene{})
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}
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log.Info("Enter Main Loop")
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for d.running {
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d.Engine.Clear(render.White)
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start := time.Now() // Record how long this frame took.
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shmem.Tick++
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// Poll for events.
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ev, err := d.Engine.Poll()
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if ev.EnterKey.Now {
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log.Info("MainLoop sees enter key now")
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}
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if ev.KeyName.Now != "" {
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log.Info("MainLoop sees key %s", ev.KeyName.Now)
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}
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if err != nil {
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log.Error("event poll error: %s", err)
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d.running = false
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break
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}
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d.event = ev
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// Command line shell.
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if d.shell.Open {
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} else if ev.EnterKey.Read() {
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log.Debug("Shell: opening shell")
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d.shell.Open = true
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} else {
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// Global event handlers.
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if ev.EscapeKey.Read() {
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log.Error("Escape key pressed, shutting down")
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d.running = false
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break
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}
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if ev.KeyName.Now == "F3" {
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DebugOverlay = !DebugOverlay
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ev.KeyName.Read()
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} else if ev.KeyName.Now == "F4" {
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DebugCollision = !DebugCollision
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ev.KeyName.Read()
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}
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// Run the scene's logic.
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err = d.Scene.Loop(d, ev)
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if err != nil {
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return err
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}
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}
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// Draw the scene.
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d.Scene.Draw(d)
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// Draw the shell.
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err = d.shell.Draw(d, ev)
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if err != nil {
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log.Error("shell error: %s", err)
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d.running = false
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break
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}
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// Draw the debug overlay over all scenes.
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d.DrawDebugOverlay()
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// Render the pixels to the screen.
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err = d.Engine.Present()
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if err != nil {
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log.Error("draw error: %s", err)
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d.running = false
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break
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}
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// Delay to maintain the target frames per second.
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var delay uint32
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if !fpsDoNotCap {
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elapsed := time.Now().Sub(start)
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tmp := elapsed / time.Millisecond
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if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
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delay = uint32(TargetFPS - int(tmp))
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}
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d.Engine.Delay(delay)
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}
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// Track how long this frame took to measure FPS over time.
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d.TrackFPS(delay)
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// Consume any lingering key sym.
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ev.KeyName.Read()
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}
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log.Warn("Main Loop Exited! Shutting down...")
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return nil
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}
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// NewMap loads a new map in Edit Mode.
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func (d *Doodle) NewMap() {
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log.Info("Starting a new map")
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scene := &EditorScene{}
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d.Goto(scene)
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}
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// NewDoodad loads a new Doodad in Edit Mode.
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func (d *Doodle) NewDoodad(size int) {
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if balance.FreeVersion {
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d.Flash("Doodad editor is not available in your version of the game.")
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return
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}
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log.Info("Starting a new doodad")
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scene := &EditorScene{
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DrawingType: enum.DoodadDrawing,
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DoodadSize: size,
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}
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d.Goto(scene)
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}
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// EditDrawing loads a drawing (Level or Doodad) in Edit Mode.
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func (d *Doodle) EditDrawing(filename string) error {
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log.Info("Loading drawing from file: %s", filename)
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ext := strings.ToLower(filepath.Ext(filename))
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scene := &EditorScene{
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Filename: filename,
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OpenFile: true,
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}
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switch ext {
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case ".level":
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case ".map":
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log.Info("is a Level type")
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scene.DrawingType = enum.LevelDrawing
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case ".doodad":
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if balance.FreeVersion {
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return fmt.Errorf("Doodad editor not supported in your version of the game")
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}
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scene.DrawingType = enum.DoodadDrawing
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default:
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return fmt.Errorf("file extension '%s' doesn't indicate its drawing type", ext)
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}
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d.Goto(scene)
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return nil
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}
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// PlayLevel loads a map from JSON into the PlayScene.
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func (d *Doodle) PlayLevel(filename string) error {
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log.Info("Loading level from file: %s", filename)
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scene := &PlayScene{
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Filename: filename,
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}
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d.Goto(scene)
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return nil
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}
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