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