Noah Petherbridge
a7fd3aa1ca
Adds the first features to Edit Mode to support creation of Doodad files! The "New Doodad" button pops up a prompt for a Doodad size (default 100px) and configures the Canvas widget and makes a Doodad struct instead of a Level to manage. * Move the custom Canvas widget from `level.Canvas` to `uix.Canvas` (the uix package is for our custom UI widgets now) * Rename the `doodads.Doodad` interface (for runtime instances of Doodads) to `doodads.Actor` and make `doodads.Doodad` describe the file format and JSON schema instead. * Rename the `EditLevel()` method to `EditDrawing()` and it inspects the file extension to know whether to launch the Edit Mode for a Level or for a Doodad drawing. * Doodads can be edited by using the `-edit` CLI flag or using the in-game file open features (including `edit` command of dev console). * Add a `Scrollable` boolean to uix.Canvas to restrict the keyboard being able to scroll the level, for editing Doodads which have a fixed size.
152 lines
3.1 KiB
Go
152 lines
3.1 KiB
Go
package doodle
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import (
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"fmt"
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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/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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drawing *uix.Canvas
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// Player character
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Player doodads.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.drawing = uix.NewCanvas(balance.ChunkSize, false)
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s.drawing.MoveTo(render.Origin)
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s.drawing.Resize(render.NewRect(d.width, 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.Level)
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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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s.Player = doodads.NewPlayer()
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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(s.Level)
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}
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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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// 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.drawing.Loop(ev)
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s.movePlayer(ev)
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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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s.Player.Draw(d.Engine)
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// Draw out 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 = 8
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var gravity int32 = 2
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if ev.Down.Now {
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delta.Y += playerSpeed
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}
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if ev.Left.Now {
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delta.X -= playerSpeed
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}
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if ev.Right.Now {
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delta.X += playerSpeed
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}
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if ev.Up.Now {
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delta.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)
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if ok {
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// Collision happened with world.
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}
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delta = 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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delta.Y += gravity
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}
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s.Player.MoveTo(delta)
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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.Level)
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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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