Noah Petherbridge
c3d7348843
* Added an inventory system for actors as a replacement to the arbitrary key/value data store. Colored keys now add themselves to the player's inventory, and colored doors check the inventory. * Inventory is a map[string]int between doodad filenames (red-key.doodad) and quantity (0 for key items/unlimited qty). * API methods to add and remove inventory. * Items HUD appears in Play Mode in lower-left corner showing doodad sprites of all the items in the Player's inventory.
509 lines
12 KiB
Go
509 lines
12 KiB
Go
package doodle
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/collision"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/scripting"
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"git.kirsle.net/apps/doodle/pkg/uix"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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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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CanEdit bool // i.e. you came from the Editor Mode
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HasNext bool // has a next level to load next
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// Private variables.
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d *Doodle
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drawing *uix.Canvas
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scripting *scripting.Supervisor
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running bool
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// UI widgets.
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supervisor *ui.Supervisor
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screen *ui.Frame // A window sized invisible frame to position UI elements.
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editButton *ui.Button
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// The alert box shows up when the level goal is reached and includes
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// buttons what to do next.
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alertBox *ui.Window
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alertBoxLabel *ui.Label
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alertReplayButton *ui.Button // Replay level
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alertEditButton *ui.Button // Edit Level
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alertNextButton *ui.Button // Next Level
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alertExitButton *ui.Button // Exit to menu
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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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antigravity bool // Cheat: disable player gravity
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noclip bool // Cheat: disable player clipping
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playerJumpCounter int // limit jump length
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// Inventory HUD. Impl. in play_inventory.go
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invenFrame *ui.Frame
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invenItems []string // item list
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invenDoodads map[string]*uix.Canvas
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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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s.scripting = scripting.NewSupervisor()
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s.supervisor = ui.NewSupervisor()
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// Create an invisible 'screen' frame for UI elements to use for positioning.
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s.screen = ui.NewFrame("Screen")
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s.screen.Resize(render.NewRect(d.width, d.height))
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// Level Exit handler.
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s.SetupAlertbox()
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s.scripting.OnLevelExit(func() {
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d.Flash("Hurray!")
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// Pause the simulation.
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s.running = false
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// Toggle the relevant buttons on.
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if s.CanEdit {
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s.alertEditButton.Show()
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}
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if s.HasNext {
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s.alertNextButton.Show()
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}
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// Always-visible buttons.
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s.alertReplayButton.Show()
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s.alertExitButton.Show()
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// Show the alert box.
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s.alertBox.Show()
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})
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// Initialize debug overlay values.
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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 "Edit Map" button.
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s.editButton = ui.NewButton("Edit", ui.NewLabel(ui.Label{
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Text: "Edit (E)",
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Font: balance.PlayButtonFont,
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}))
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s.editButton.Handle(ui.Click, func(ed ui.EventData) {
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s.EditLevel()
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})
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s.supervisor.Add(s.editButton)
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// Set up the inventory HUD.
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s.setupInventoryHud()
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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.Name = "play-canvas"
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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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// Handler when an actor touches water or fire.
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s.drawing.OnLevelCollision = func(a *uix.Actor, col *collision.Collide) {
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if col.InFire {
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a.Canvas.MaskColor = render.Black
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s.DieByFire()
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} else if col.InWater {
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a.Canvas.MaskColor = render.DarkBlue
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} else {
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a.Canvas.MaskColor = render.Invisible
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}
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}
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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(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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// NOTE: s.LoadLevel also calls s.drawing.InstallActors
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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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// Load all actor scripts.
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s.drawing.SetScriptSupervisor(s.scripting)
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if err := s.scripting.InstallScripts(s.Level); err != nil {
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log.Error("PlayScene.Setup: failed to InstallScripts: %s", err)
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}
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// Load in the player character.
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s.setupPlayer()
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// Run all the actor scripts' main() functions.
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if err := s.drawing.InstallScripts(); err != nil {
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log.Error("PlayScene.Setup: failed to drawing.InstallScripts: %s", err)
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}
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if s.CanEdit {
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d.Flash("Entered Play Mode. Press 'E' to edit this map.")
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} else {
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d.Flash("%s", s.Level.Title)
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}
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s.running = true
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return nil
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}
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// setupPlayer creates and configures the Player Character in the level.
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func (s *PlayScene) setupPlayer() {
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// Load in the player character.
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player, err := doodads.LoadFile("azu-blu.doodad")
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if err != nil {
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log.Error("PlayScene.Setup: failed to load player doodad: %s", err)
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player = doodads.NewDummy(32)
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}
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// Find the spawn point of the player. Search the level for the
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// "start-flag.doodad"
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var (
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spawn render.Point
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flagCount int
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)
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for actorID, actor := range s.Level.Actors {
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if actor.Filename == "start-flag.doodad" {
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if flagCount > 1 {
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break
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}
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// TODO: start-flag.doodad is 86x86 pixels but we can't tell that
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// from right here.
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size := render.NewRect(86, 86)
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log.Info("Found start-flag.doodad at %s (ID %s)", actor.Point, actorID)
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spawn = render.NewPoint(
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// X: centered inside the flag.
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actor.Point.X+(size.W/2)-(player.Layers[0].Chunker.Size/2),
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// Y: the bottom of the flag, 4 pixels from the floor.
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actor.Point.Y+size.H-4-(player.Layers[0].Chunker.Size),
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)
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flagCount++
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}
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}
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// Surface warnings around the spawn flag.
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if flagCount == 0 {
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s.d.Flash("Warning: this level contained no Start Flag.")
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} else if flagCount > 1 {
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s.d.Flash("Warning: this level contains multiple Start Flags. Player spawn point is ambiguous.")
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}
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s.Player = uix.NewActor("PLAYER", &level.Actor{}, player)
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s.Player.MoveTo(spawn)
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s.drawing.AddActor(s.Player)
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s.drawing.FollowActor = s.Player.ID()
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// Set up the player character's script in the VM.
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if err := s.scripting.AddLevelScript(s.Player.ID()); err != nil {
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log.Error("PlayScene.Setup: scripting.InstallActor(player) failed: %s", err)
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}
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}
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// SetupAlertbox configures the alert box UI.
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func (s *PlayScene) SetupAlertbox() {
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window := ui.NewWindow("Level Completed")
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window.Configure(ui.Config{
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Width: 320,
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Height: 160,
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Background: render.Grey,
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})
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window.Compute(s.d.Engine)
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{
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frame := ui.NewFrame("Open Drawing Frame")
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window.Pack(frame, ui.Pack{
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Side: ui.N,
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Fill: true,
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Expand: true,
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})
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/******************
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* Frame for selecting User Levels
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******************/
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s.alertBoxLabel = ui.NewLabel(ui.Label{
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Text: "Congratulations on clearing the level!",
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Font: balance.LabelFont,
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})
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frame.Pack(s.alertBoxLabel, ui.Pack{
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Side: ui.N,
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FillX: true,
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PadY: 16,
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})
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/******************
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* Confirm/cancel buttons.
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******************/
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bottomFrame := ui.NewFrame("Button Frame")
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frame.Pack(bottomFrame, ui.Pack{
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Side: ui.N,
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FillX: true,
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PadY: 8,
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})
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// Button factory for the various options.
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makeButton := func(text string, handler func()) *ui.Button {
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btn := ui.NewButton(text, ui.NewLabel(ui.Label{
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Font: balance.LabelFont,
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Text: text,
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}))
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btn.Handle(ui.Click, func(ed ui.EventData) {
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handler()
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})
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bottomFrame.Pack(btn, ui.Pack{
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Side: ui.W,
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PadX: 2,
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})
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s.supervisor.Add(btn)
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btn.Hide() // all buttons hidden by default
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return btn
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}
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s.alertReplayButton = makeButton("Play Again", func() {
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s.RestartLevel()
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})
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s.alertEditButton = makeButton("Edit Level", func() {
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s.EditLevel()
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})
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s.alertNextButton = makeButton("Next Level", func() {
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s.d.Flash("Not Implemented")
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})
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s.alertExitButton = makeButton("Exit to Menu", func() {
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s.d.Goto(&MainScene{})
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})
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}
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s.alertBox = window
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s.alertBox.Hide()
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}
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// EditLevel toggles out of Play Mode to edit the level.
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func (s *PlayScene) EditLevel() {
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log.Info("Edit Mode, Go!")
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s.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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}
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// RestartLevel starts the level over again.
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func (s *PlayScene) RestartLevel() {
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log.Info("Restart Level")
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s.d.Goto(&PlayScene{
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Filename: s.Filename,
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Level: s.Level,
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CanEdit: s.CanEdit,
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})
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}
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// DieByFire ends the level by fire.
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func (s *PlayScene) DieByFire() {
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log.Info("Watch out for fire!")
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s.alertBox.Title = "You've died!"
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s.alertBoxLabel.Text = "Watch out for fire!"
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s.alertReplayButton.Show()
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if s.CanEdit {
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s.alertEditButton.Show()
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}
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s.alertExitButton.Show()
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s.alertBox.Show()
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// Stop the simulation.
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s.running = false
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}
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// Loop the editor scene.
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func (s *PlayScene) Loop(d *Doodle, ev *event.State) error {
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// Update debug overlay values.
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*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX, ev.CursorY)).String()
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*s.debPosition = s.Player.Position().String() + " vel " + s.Player.Velocity().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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s.supervisor.Loop(ev)
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// Has the window been resized?
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if ev.WindowResized {
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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(d.width, 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 s.CanEdit && ev.KeyDown("e") {
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s.EditLevel()
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return nil
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}
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// Is the simulation still running?
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if s.running {
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// Loop the script supervisor so timeouts/intervals can fire in scripts.
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if err := s.scripting.Loop(); err != nil {
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log.Error("PlayScene.Loop: scripting.Loop: %s", err)
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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 error: %s", err.Error())
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}
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// Update the inventory HUD.
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s.computeInventory()
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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 out bounding boxes.
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d.DrawCollisionBox(s.Player)
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// Draw the UI screen and any widgets that attached to it.
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s.screen.Compute(d.Engine)
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s.screen.Present(d.Engine, render.Origin)
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// Draw the Edit button.
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var (
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canSize = s.drawing.Size()
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size = s.editButton.Size()
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padding = 8
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)
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s.editButton.MoveTo(render.Point{
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X: canSize.W - size.W - padding,
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Y: canSize.H - size.H - padding,
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})
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s.editButton.Present(d.Engine, s.editButton.Point())
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// Draw the alert box window.
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if !s.alertBox.Hidden() {
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s.alertBox.Compute(d.Engine)
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s.alertBox.MoveTo(render.Point{
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X: (d.width / 2) - (s.alertBox.Size().W / 2),
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Y: (d.height / 2) - (s.alertBox.Size().H / 2),
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})
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s.alertBox.Present(d.Engine, s.alertBox.Point())
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}
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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 *event.State) {
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var playerSpeed = balance.PlayerMaxVelocity
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// If antigravity enabled and the Shift key is pressed down, move the
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// player by only one pixel per tick.
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if s.antigravity && ev.Shift {
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playerSpeed = 1
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}
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var velocity render.Point
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if ev.Left {
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velocity.X = -playerSpeed
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}
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if ev.Right {
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velocity.X = playerSpeed
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}
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if ev.Up && (s.Player.Grounded() || s.playerJumpCounter >= 0 || s.antigravity) {
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velocity.Y = -playerSpeed
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if s.Player.Grounded() {
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s.playerJumpCounter = 12
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}
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}
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if ev.Down && s.antigravity {
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velocity.Y = playerSpeed
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}
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if !s.Player.Grounded() {
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s.playerJumpCounter--
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}
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s.Player.SetVelocity(velocity)
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s.scripting.To(s.Player.ID()).Events.RunKeypress(ev)
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}
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// Drawing returns the private world drawing, for debugging with the console.
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func (s *PlayScene) Drawing() *uix.Canvas {
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return s.drawing
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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.LoadFile(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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