doodle/play_scene.go

220 lines
5.1 KiB
Go

package doodle
import (
"fmt"
"math"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/doodads"
"git.kirsle.net/apps/doodle/doodads/dummy"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/level"
"git.kirsle.net/apps/doodle/render"
"git.kirsle.net/apps/doodle/uix"
)
// PlayScene manages the "Edit Level" game mode.
type PlayScene struct {
// Configuration attributes.
Filename string
Level *level.Level
// Private variables.
d *Doodle
drawing *uix.Canvas
// Custom debug labels.
debPosition *string
debViewport *string
debScroll *string
debWorldIndex *string
// Player character
Player *uix.Actor
}
// Name of the scene.
func (s *PlayScene) Name() string {
return "Play"
}
// Setup the play scene.
func (s *PlayScene) Setup(d *Doodle) error {
s.d = d
// Initialize debug bound variables.
s.debPosition = new(string)
s.debViewport = new(string)
s.debScroll = new(string)
s.debWorldIndex = new(string)
customDebugLabels = []debugLabel{
{"Pixel:", s.debWorldIndex},
{"Player:", s.debPosition},
{"Viewport:", s.debViewport},
{"Scroll:", s.debScroll},
}
// Initialize the drawing canvas.
s.drawing = uix.NewCanvas(balance.ChunkSize, false)
s.drawing.MoveTo(render.Origin)
s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
s.drawing.Compute(d.Engine)
// Given a filename or map data to play?
if s.Level != nil {
log.Debug("PlayScene.Setup: received level from scene caller")
s.drawing.LoadLevel(s.d.Engine, s.Level)
s.drawing.InstallActors(s.Level.Actors)
} else if s.Filename != "" {
log.Debug("PlayScene.Setup: loading map from file %s", s.Filename)
s.LoadLevel(s.Filename)
}
if s.Level == nil {
log.Debug("PlayScene.Setup: no grid given, initializing empty grid")
s.Level = level.New()
s.drawing.LoadLevel(d.Engine, s.Level)
s.drawing.InstallActors(s.Level.Actors)
}
player := dummy.NewPlayer()
s.Player = uix.NewActor(player.ID(), &level.Actor{}, player.Doodad)
s.Player.MoveTo(render.NewPoint(128, 128))
s.drawing.AddActor(s.Player)
s.drawing.FollowActor = s.Player.ID()
d.Flash("Entered Play Mode. Press 'E' to edit this map.")
return nil
}
// Loop the editor scene.
func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
// Update debug overlay variables.
*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)).String()
*s.debPosition = s.Player.Position().String()
*s.debViewport = s.drawing.Viewport().String()
*s.debScroll = s.drawing.Scroll.String()
// Has the window been resized?
if resized := ev.Resized.Read(); resized {
w, h := d.Engine.WindowSize()
if w != d.width || h != d.height {
d.width = w
d.height = h
s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
return nil
}
}
// Switching to Edit Mode?
if ev.KeyName.Read() == "e" {
log.Info("Edit Mode, Go!")
d.Goto(&EditorScene{
Filename: s.Filename,
Level: s.Level,
})
return nil
}
s.movePlayer(ev)
if err := s.drawing.Loop(ev); err != nil {
log.Error("Drawing Loop: %s", err)
}
return nil
}
// Draw the pixels on this frame.
func (s *PlayScene) Draw(d *Doodle) error {
// Clear the canvas and fill it with white.
d.Engine.Clear(render.White)
// Draw the level.
s.drawing.Present(d.Engine, s.drawing.Point())
// Draw our hero.
{
d.Engine.DrawBox(render.RGBA(255, 255, 153, 255), render.Rect{
X: s.Player.Position().X,
Y: s.Player.Position().Y,
W: s.Player.Size().W,
H: s.Player.Size().H,
})
}
// Draw our bounding boxes.
d.DrawCollisionBox(s.Player)
return nil
}
// movePlayer updates the player's X,Y coordinate based on key pressed.
func (s *PlayScene) movePlayer(ev *events.State) {
delta := s.Player.Position()
var playerSpeed = int32(balance.PlayerMaxVelocity)
var gravity = int32(balance.Gravity)
var velocity render.Point
if ev.Down.Now {
velocity.Y = playerSpeed
}
if ev.Left.Now {
velocity.X = -playerSpeed
}
if ev.Right.Now {
velocity.X = playerSpeed
}
if ev.Up.Now {
velocity.Y = -playerSpeed
}
// Apply gravity.
// var onFloor bool
info, ok := doodads.CollidesWithGrid(s.Player, s.Level.Chunker, delta, s.drawing.Scroll)
if ok {
// Collision happened with world.
}
_ = info.MoveTo
// Apply gravity if not grounded.
if !s.Player.Grounded() {
// Gravity has to pipe through the collision checker, too, so it
// can't give us a cheated downward boost.
velocity.Y += gravity
}
// Cap the max speed.
if int(math.Abs(float64(velocity.X))) > balance.PlayerMaxVelocity {
velocity.X = int32(balance.PlayerMaxVelocity)
}
if int(math.Abs(float64(velocity.Y))) > balance.PlayerMaxVelocity {
velocity.Y = int32(balance.PlayerMaxVelocity)
}
s.Player.SetVelocity(velocity)
}
// LoadLevel loads a level from disk.
func (s *PlayScene) LoadLevel(filename string) error {
s.Filename = filename
level, err := level.LoadJSON(filename)
if err != nil {
return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err)
}
s.Level = level
s.drawing.LoadLevel(s.d.Engine, s.Level)
s.drawing.InstallActors(s.Level.Actors)
return nil
}
// Destroy the scene.
func (s *PlayScene) Destroy() error {
return nil
}