Noah Petherbridge
41e1838549
* The shell now supports an "eval" command, or "$" for short. * Runs it in an Otto JavaScript VM. * Some global variables are available, like `d` is the Doodle object itself, `log`, `RGBA()` and `Point()` * The shell supports paging through input history using the arrow keys. * Added an initial Main Scene
246 lines
5.1 KiB
Go
246 lines
5.1 KiB
Go
package doodle
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import (
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"fmt"
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"image"
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"image/png"
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"io/ioutil"
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"os"
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"time"
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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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)
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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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OpenFile bool
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Filename string
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Canvas render.Grid
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// History of all the pixels placed by the user.
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pixelHistory []level.Pixel
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lastPixel *level.Pixel // last pixel placed while mouse down and dragging
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canvas render.Grid
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filename string // Last saved filename.
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// Canvas size
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width int32
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height int32
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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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// Were we given configuration data?
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if s.Filename != "" {
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log.Debug("EditorScene: Set filename to %s", s.Filename)
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s.filename = s.Filename
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s.Filename = ""
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if s.OpenFile {
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log.Debug("EditorScene: Loading map from filename at %s", s.filename)
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if err := s.LoadLevel(s.filename); err != nil {
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return err
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}
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}
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}
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if s.Canvas != nil {
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log.Debug("EditorScene: Received Canvas from caller")
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s.canvas = s.Canvas
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s.Canvas = nil
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}
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d.Flash("Editor Mode. Press 'P' to play this map.")
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if s.pixelHistory == nil {
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s.pixelHistory = []level.Pixel{}
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}
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if s.canvas == nil {
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log.Debug("EditorScene: Setting default canvas to an empty grid")
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s.canvas = render.Grid{}
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}
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s.width = d.width // TODO: canvas width = copy the window size
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s.height = d.height
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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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// Taking a screenshot?
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if ev.ScreenshotKey.Pressed() {
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log.Info("Taking a screenshot")
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s.Screenshot()
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}
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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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Canvas: s.canvas,
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})
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return nil
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}
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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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// Clicking? Log all the pixels while doing so.
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if ev.Button1.Now {
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// log.Warn("Button1: %+v", ev.Button1)
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lastPixel := s.lastPixel
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pixel := level.Pixel{
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X: ev.CursorX.Now,
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Y: ev.CursorY.Now,
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}
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// Append unique new pixels.
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if len(s.pixelHistory) == 0 || s.pixelHistory[len(s.pixelHistory)-1] != pixel {
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if lastPixel != nil {
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// Draw the pixels in between.
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if *lastPixel != pixel {
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for point := range render.IterLine(lastPixel.X, lastPixel.Y, pixel.X, pixel.Y) {
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dot := level.Pixel{
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X: point.X,
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Y: point.Y,
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Palette: lastPixel.Palette,
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}
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s.canvas[dot] = nil
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}
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}
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}
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s.lastPixel = &pixel
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s.pixelHistory = append(s.pixelHistory, pixel)
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// Save in the pixel canvas map.
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s.canvas[pixel] = nil
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}
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} else {
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s.lastPixel = 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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s.canvas.Draw(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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s.pixelHistory = []level.Pixel{}
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s.canvas = render.Grid{}
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m, err := level.LoadJSON(filename)
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if err != nil {
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return err
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}
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for _, point := range m.Pixels {
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pixel := level.Pixel{
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X: point.X,
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Y: point.Y,
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}
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s.pixelHistory = append(s.pixelHistory, pixel)
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s.canvas[pixel] = nil
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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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func (s *EditorScene) SaveLevel(filename string) {
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s.filename = filename
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m := level.Level{
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Version: 1,
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Title: "Alpha",
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Author: os.Getenv("USER"),
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Width: s.width,
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Height: s.height,
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Palette: []level.Palette{
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level.Palette{
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Color: "#000000",
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Solid: true,
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},
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},
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Pixels: []level.Pixel{},
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}
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for pixel := range s.canvas {
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m.Pixels = append(m.Pixels, level.Pixel{
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X: pixel.X,
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Y: pixel.Y,
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Palette: 0,
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})
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}
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json, err := m.ToJSON()
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if err != nil {
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log.Error("SaveLevel error: %s", err)
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return
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}
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err = ioutil.WriteFile(filename, json, 0644)
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if err != nil {
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log.Error("Create map file error: %s", err)
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return
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}
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}
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// Screenshot saves the level canvas to disk as a PNG image.
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func (s *EditorScene) Screenshot() {
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screenshot := image.NewRGBA(image.Rect(0, 0, int(s.width), int(s.height)))
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// White-out the image.
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for x := 0; x < int(s.width); x++ {
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for y := 0; y < int(s.height); y++ {
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screenshot.Set(x, y, image.White)
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}
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}
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// Fill in the dots we drew.
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for pixel := range s.canvas {
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screenshot.Set(int(pixel.X), int(pixel.Y), image.Black)
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}
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// Create the screenshot directory.
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if _, err := os.Stat("./screenshots"); os.IsNotExist(err) {
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log.Info("Creating directory: ./screenshots")
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err = os.Mkdir("./screenshots", 0755)
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if err != nil {
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log.Error("Can't create ./screenshots: %s", err)
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return
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}
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}
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filename := fmt.Sprintf("./screenshots/screenshot-%s.png",
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time.Now().Format("2006-01-02T15-04-05"),
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)
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fh, err := os.Create(filename)
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if err != nil {
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log.Error(err.Error())
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return
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}
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defer fh.Close()
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if err := png.Encode(fh, screenshot); err != nil {
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log.Error(err.Error())
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return
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}
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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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