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.
179 lines
5.1 KiB
Go
179 lines
5.1 KiB
Go
package uix
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import (
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"fmt"
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"strings"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/lib/ui"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/log"
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)
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// Present the canvas.
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func (w *Canvas) Present(e render.Engine, p render.Point) {
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var (
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S = w.Size()
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Viewport = w.Viewport()
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)
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// w.MoveTo(p) // TODO: when uncommented the canvas will creep down the Workspace frame in EditorMode
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w.DrawBox(e, p)
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e.DrawBox(w.Background(), render.Rect{
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X: p.X + w.BoxThickness(1),
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Y: p.Y + w.BoxThickness(1),
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W: S.W - w.BoxThickness(2),
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H: S.H - w.BoxThickness(2),
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})
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// Draw the wallpaper.
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if w.wallpaper.Valid() {
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err := w.PresentWallpaper(e, p)
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if err != nil {
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log.Error(err.Error())
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}
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}
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// Get the chunks in the viewport and cache their textures.
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for coord := range w.chunks.IterViewportChunks(Viewport) {
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if chunk, ok := w.chunks.GetChunk(coord); ok {
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var tex render.Texturer
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if w.MaskColor != render.Invisible {
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tex = chunk.TextureMasked(e, w.MaskColor)
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} else {
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tex = chunk.Texture(e)
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}
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src := render.Rect{
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W: tex.Size().W,
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H: tex.Size().H,
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}
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// If the source bitmap is already bigger than the Canvas widget
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// into which it will render, cap the source width and height.
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// This is especially useful for Doodad buttons because the drawing
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// is bigger than the button.
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if src.W > S.W {
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src.W = S.W
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}
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if src.H > S.H {
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src.H = S.H
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}
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dst := render.Rect{
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X: p.X + w.Scroll.X + w.BoxThickness(1) + (coord.X * int32(chunk.Size)),
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Y: p.Y + w.Scroll.Y + w.BoxThickness(1) + (coord.Y * int32(chunk.Size)),
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// src.W and src.H will be AT MOST the full width and height of
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// a Canvas widget. Subtract the scroll offset to keep it bounded
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// visually on its right and bottom sides.
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W: src.W,
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H: src.H,
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}
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// TODO: all this shit is in TrimBox(), make it DRY
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// If the destination width will cause it to overflow the widget
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// box, trim off the right edge of the destination rect.
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//
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// Keep in mind we're dealing with chunks here, and a chunk is
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// a small part of the image. Example:
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// - Canvas is 800x600 (S.W=800 S.H=600)
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// - Chunk wants to render at 790,0 width 100,100 or whatever
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// dst={790, 0, 100, 100}
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// - Chunk box would exceed 800px width (X=790 + W=100 == 890)
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// - Find the delta how much it exceeds as negative (800 - 890 == -90)
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// - Lower the Source and Dest rects by that delta size so they
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// stay proportional and don't scale or anything dumb.
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if dst.X+src.W > p.X+S.W {
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// NOTE: delta is a negative number,
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// so it will subtract from the width.
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delta := (p.X + S.W - w.BoxThickness(1)) - (dst.W + dst.X)
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src.W += delta
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dst.W += delta
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}
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if dst.Y+src.H > p.Y+S.H {
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// NOTE: delta is a negative number
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delta := (p.Y + S.H - w.BoxThickness(1)) - (dst.H + dst.Y)
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src.H += delta
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dst.H += delta
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}
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// The same for the top left edge, so the drawings don't overlap
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// menu bars or left side toolbars.
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// - Canvas was placed 80px from the left of the screen.
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// Canvas.MoveTo(80, 0)
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// - A texture wants to draw at 60, 0 which would cause it to
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// overlap 20 pixels into the left toolbar. It needs to be cropped.
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// - The delta is: p.X=80 - dst.X=60 == 20
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// - Set destination X to p.X to constrain it there: 20
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// - Subtract the delta from destination W so we don't scale it.
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// - Add 20 to X of the source: the left edge of source is not visible
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if dst.X < p.X {
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// NOTE: delta is a positive number,
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// so it will add to the destination coordinates.
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delta := p.X - dst.X
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dst.X = p.X + w.BoxThickness(1)
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dst.W -= delta
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src.X += delta
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}
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if dst.Y < p.Y {
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delta := p.Y - dst.Y
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dst.Y = p.Y + w.BoxThickness(1)
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dst.H -= delta
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src.Y += delta
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}
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// Trim the destination width so it doesn't overlap the Canvas border.
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if dst.W >= S.W-w.BoxThickness(1) {
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dst.W = S.W - w.BoxThickness(1)
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}
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e.Copy(tex, src, dst)
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}
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}
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w.drawActors(e, p)
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// XXX: Debug, show label in canvas corner.
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if balance.DebugCanvasLabel {
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rows := []string{
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w.Name,
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// XXX: debug options, uncomment for more details
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// Size of the canvas
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// fmt.Sprintf("S=%d,%d", S.W, S.H),
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// Viewport of the canvas
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// fmt.Sprintf("V=%d,%d:%d,%d",
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// Viewport.X, Viewport.Y,
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// Viewport.W, Viewport.H,
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// ),
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}
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// Draw the actor's position details.
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// LP = Level Position, where the Actor starts at in the level data
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// WP = World Position, the Actor's current position in the level
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if w.actor != nil {
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rows = append(rows,
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fmt.Sprintf("LP=%s", w.actor.Actor.Point),
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fmt.Sprintf("WP=%s", w.actor.Position()),
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)
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}
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label := ui.NewLabel(ui.Label{
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Text: strings.Join(rows, "\n"),
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Font: render.Text{
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FontFilename: balance.ShellFontFilename,
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Size: balance.ShellFontSizeSmall,
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Color: render.White,
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},
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})
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label.SetBackground(render.RGBA(0, 0, 50, 150))
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label.Compute(e)
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label.Present(e, render.Point{
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X: p.X + S.W - label.Size().W - w.BoxThickness(1),
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Y: p.Y + w.BoxThickness(1),
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})
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}
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}
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