Noah Petherbridge
241186209c
Fixes: * Move the call to CollidesWithGrid() inside the Canvas instead of outside in the PlayScene.movePlayer() so it can apply to all Actors in motion. * PlayScene.movePlayer() in turn just sets the player's Velocity so the Canvas.Loop() can move the actor itself. * When keeping the player inside the level boundaries: previously it was assuming the player Position was relative to the window, and was checking the WorldIndexAt and getting wrong results. * Canvas scrolling (loopFollowActor): check that the actor is getting close to the screen edge using the Viewport into the world, NOT the screen-relative coordinates of the Canvas bounding boxes.
290 lines
6.9 KiB
Go
290 lines
6.9 KiB
Go
package doodle
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import (
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"errors"
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"fmt"
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"io/ioutil"
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"os"
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"strings"
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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/doodads"
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"git.kirsle.net/apps/doodle/pkg/enum"
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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/userdir"
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)
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// EditorScene manages the "Edit Level" game mode.
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type EditorScene struct {
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// Configuration for the scene initializer.
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DrawingType enum.DrawingType
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OpenFile bool
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Filename string
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DoodadSize int
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UI *EditorUI
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d *Doodle
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// The current level or doodad object being edited, based on the
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// DrawingType.
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Level *level.Level
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Doodad *doodads.Doodad
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// Custom debug overlay values.
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debTool *string
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debSwatch *string
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debWorldIndex *string
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// Last saved filename by the user.
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filename string
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}
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// Name of the scene.
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func (s *EditorScene) Name() string {
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return "Edit"
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}
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// Setup the editor scene.
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func (s *EditorScene) Setup(d *Doodle) error {
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// Debug overlay values.
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s.debTool = new(string)
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s.debSwatch = 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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{"Tool", s.debTool},
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{"Swatch", s.debSwatch},
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}
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// Initialize the user interface. It references the palette and such so it
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// must be initialized after those things.
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s.d = d
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s.UI = NewEditorUI(d, s)
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// Were we given configuration data?
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if s.Filename != "" {
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log.Debug("EditorScene.Setup: Set filename to %s", s.Filename)
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s.filename = s.Filename
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s.Filename = ""
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}
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// Loading a Level or a Doodad?
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switch s.DrawingType {
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case enum.LevelDrawing:
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if s.Level != nil {
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log.Debug("EditorScene.Setup: received level from scene caller")
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s.UI.Canvas.LoadLevel(d.Engine, s.Level)
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s.UI.Canvas.InstallActors(s.Level.Actors)
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} else if s.filename != "" && s.OpenFile {
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log.Debug("EditorScene.Setup: Loading map from filename at %s", s.filename)
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if err := s.LoadLevel(s.filename); err != nil {
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d.Flash("LoadLevel error: %s", err)
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} else {
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s.UI.Canvas.InstallActors(s.Level.Actors)
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}
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}
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// No level?
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if s.Level == nil {
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log.Debug("EditorScene.Setup: initializing a new Level")
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s.Level = level.New()
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s.Level.Palette = level.DefaultPalette()
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s.UI.Canvas.LoadLevel(d.Engine, s.Level)
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s.UI.Canvas.ScrollTo(render.Origin)
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s.UI.Canvas.Scrollable = true
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}
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case enum.DoodadDrawing:
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// No Doodad?
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if s.filename != "" && s.OpenFile {
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log.Debug("EditorScene.Setup: Loading doodad from filename at %s", s.filename)
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if err := s.LoadDoodad(s.filename); err != nil {
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d.Flash("LoadDoodad error: %s", err)
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}
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}
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// No Doodad?
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if s.Doodad == nil {
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log.Debug("EditorScene.Setup: initializing a new Doodad")
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s.Doodad = doodads.New(s.DoodadSize)
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s.UI.Canvas.LoadDoodad(s.Doodad)
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}
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// TODO: move inside the UI. Just an approximate position for now.
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s.UI.Canvas.Resize(render.NewRect(int32(s.DoodadSize), int32(s.DoodadSize)))
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s.UI.Canvas.ScrollTo(render.Origin)
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s.UI.Canvas.Scrollable = false
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s.UI.Workspace.Compute(d.Engine)
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}
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d.Flash("Editor Mode. Press 'P' to play 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 *EditorScene) Loop(d *Doodle, ev *events.State) error {
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// Update debug overlay values.
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*s.debTool = s.UI.Canvas.Tool.String()
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*s.debSwatch = s.UI.Canvas.Palette.ActiveSwatch.Name
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*s.debWorldIndex = s.UI.Canvas.WorldIndexAt(s.UI.cursor).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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// Not a false alarm.
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d.width = w
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d.height = h
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s.UI.Resized(d)
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return nil
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}
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}
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s.UI.Loop(ev)
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// Switching to Play Mode?
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if ev.KeyName.Read() == "p" {
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log.Info("Play Mode, Go!")
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d.Goto(&PlayScene{
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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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return nil
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}
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// Draw the current frame.
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func (s *EditorScene) Draw(d *Doodle) error {
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// Clear the canvas and fill it with magenta so it's clear if any spots are missed.
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d.Engine.Clear(render.Magenta)
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s.UI.Present(d.Engine)
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return nil
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}
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// LoadLevel loads a level from disk.
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func (s *EditorScene) LoadLevel(filename string) error {
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s.filename = filename
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level, err := level.LoadJSON(filename)
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fmt.Printf("%+v\n", level)
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if err != nil {
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return fmt.Errorf("EditorScene.LoadLevel(%s): %s", filename, err)
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}
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s.DrawingType = enum.LevelDrawing
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s.Level = level
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s.UI.Canvas.LoadLevel(s.d.Engine, s.Level)
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// TODO: debug
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for i, actor := range level.Actors {
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log.Info("Actor %s is a %s", i, actor.ID())
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}
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for name, file := range level.Files {
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log.Info("File %s has: %s", name, file.Data)
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}
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log.Info("Installing %d actors into the drawing", len(level.Actors))
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if err := s.UI.Canvas.InstallActors(level.Actors); err != nil {
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return fmt.Errorf("EditorScene.LoadLevel: InstallActors: %s", err)
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}
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return nil
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}
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// SaveLevel saves the level to disk.
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// TODO: move this into the Canvas?
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func (s *EditorScene) SaveLevel(filename string) error {
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if s.DrawingType != enum.LevelDrawing {
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return errors.New("SaveLevel: current drawing is not a Level type")
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}
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if !strings.HasSuffix(filename, enum.LevelExt) {
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filename += enum.LevelExt
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}
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s.filename = filename
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m := s.Level
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if m.Title == "" {
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m.Title = "Alpha"
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}
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if m.Author == "" {
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m.Author = os.Getenv("USER")
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}
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m.Palette = s.UI.Canvas.Palette
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m.Chunker = s.UI.Canvas.Chunker()
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json, err := m.ToJSON()
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if err != nil {
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return fmt.Errorf("SaveLevel error: %s", err)
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}
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// Save it to their profile directory.
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filename = userdir.LevelPath(filename)
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log.Info("Write Level: %s", filename)
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err = ioutil.WriteFile(filename, json, 0644)
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if err != nil {
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return fmt.Errorf("Create map file error: %s", err)
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}
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return nil
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}
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// LoadDoodad loads a doodad from disk.
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func (s *EditorScene) LoadDoodad(filename string) error {
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s.filename = filename
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doodad, err := doodads.LoadJSON(filename)
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if err != nil {
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return fmt.Errorf("EditorScene.LoadDoodad(%s): %s", filename, err)
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}
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s.DrawingType = enum.DoodadDrawing
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s.Doodad = doodad
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s.DoodadSize = doodad.Layers[0].Chunker.Size
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s.UI.Canvas.LoadDoodad(s.Doodad)
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return nil
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}
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// SaveDoodad saves the doodad to disk.
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func (s *EditorScene) SaveDoodad(filename string) error {
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if s.DrawingType != enum.DoodadDrawing {
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return errors.New("SaveDoodad: current drawing is not a Doodad type")
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}
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if !strings.HasSuffix(filename, enum.DoodadExt) {
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filename += enum.DoodadExt
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}
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s.filename = filename
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d := s.Doodad
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if d.Title == "" {
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d.Title = "Untitled Doodad"
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}
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if d.Author == "" {
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d.Author = os.Getenv("USER")
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}
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// TODO: is this copying necessary?
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d.Palette = s.UI.Canvas.Palette
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d.Layers[0].Chunker = s.UI.Canvas.Chunker()
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// Save it to their profile directory.
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filename = userdir.DoodadPath(filename)
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log.Info("Write Doodad: %s", filename)
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err := d.WriteJSON(filename)
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return err
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}
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// Destroy the scene.
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func (s *EditorScene) Destroy() error {
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return nil
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}
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