doodle/pkg/commands.go
Noah Petherbridge 8965a7d86a Doodads: Crumbly Floor, Start Flag & State Blocks
Add new doodads:

* Start Flag: place this in a level to set the spawn point of the player
  character. If no flag is found, the player spawns at 0,0 in the top
  corner of the map. Only use one Start Flag per level, otherwise the
  player will randomly spawn at one of them.
* Crumbly Floor: a solid floor that begins to shake and then fall apart
  after a moment when a mobile character steps on it. The floor respawns
  after 5 seconds.
* State Blocks: blue and orange blocks that toggle between solid and
  pass-thru whenever a State Button is activated.
* State Button: a solid "ON/OFF" block that toggles State Blocks back
  and forth when touched. Only activates if touched on the side or bottom;
  acts as a solid floor when walked on from the top.

New features for doodad scripts:

* Actor scripts: call SetMobile(true) to mark an actor as a mobile mob
  (i.e. player character or enemy). Other doodads can check if the actor
  colliding with them IsMobile so they don't activate if placed too close
  to other (non-mobile) doodads in a level. The Blue and Red Azulians
  are the only mobile characters so far.
* Message.Broadcast allows sending a pub/sub message out to ALL doodads
  in the level, instead of only to linked doodads as Message.Publish does.
  This is used for the State Blocks to globally communicate on/off status
  without needing to link them all together manually.
2019-12-30 18:13:28 -08:00

286 lines
6.4 KiB
Go

package doodle
import (
"errors"
"fmt"
"strconv"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/enum"
"github.com/robertkrimen/otto"
)
// Command is a parsed shell command.
type Command struct {
Raw string // The complete raw command the user typed.
Command string // The first word of their command.
Args []string // The shell-args array of parameters.
ArgsLiteral string // The args portion of the command literally.
}
// Run the command.
func (c Command) Run(d *Doodle) error {
if len(c.Raw) == 0 {
return nil
}
// Cheat codes
if c.Raw == "unleash the beast" {
if fpsDoNotCap {
d.Flash("Reset frame rate throttle to factory default FPS")
} else {
d.Flash("Unleashing as many frames as we can render!")
}
fpsDoNotCap = !fpsDoNotCap
return nil
} else if c.Raw == "don't edit and drive" {
if playScene, ok := d.Scene.(*PlayScene); ok {
playScene.drawing.Editable = true
d.Flash("Level canvas is now editable. Don't edit and drive!")
} else {
d.Flash("Use this cheat in Play Mode to make the level canvas editable.")
}
return nil
} else if c.Raw == "scroll scroll scroll your boat" {
if playScene, ok := d.Scene.(*PlayScene); ok {
playScene.drawing.Scrollable = true
d.Flash("Level canvas is now scrollable with the arrow keys.")
} else {
d.Flash("Use this cheat in Play Mode to make the level scrollable.")
}
return nil
} else if c.Raw == "import antigravity" {
if playScene, ok := d.Scene.(*PlayScene); ok {
playScene.antigravity = !playScene.antigravity
playScene.Player.SetGravity(!playScene.antigravity)
if playScene.antigravity {
d.Flash("Gravity disabled for player character.")
} else {
d.Flash("Gravity restored for player character.")
}
} else {
d.Flash("Use this cheat in Play Mode to disable gravity for the player character.")
}
return nil
}
switch c.Command {
case "echo":
d.Flash(c.ArgsLiteral)
return nil
case "new":
return c.New(d)
case "save":
return c.Save(d)
case "edit":
return c.Edit(d)
case "play":
return c.Play(d)
case "close":
return c.Close(d)
case "exit":
case "quit":
return c.Quit()
case "help":
return c.Help(d)
case "reload":
d.Goto(d.Scene)
return nil
case "guitest":
d.Goto(&GUITestScene{})
return nil
case "eval":
case "$":
out, err := c.RunScript(d, c.ArgsLiteral)
d.Flash("%+v", out)
return err
case "repl":
d.shell.Repl = true
d.shell.Text = "$ "
case "boolProp":
return c.BoolProp(d)
default:
return c.Default()
}
return nil
}
// New opens a new map in the editor mode.
func (c Command) New(d *Doodle) error {
d.GotoNewMenu()
return nil
}
// Close returns to the Main Scene.
func (c Command) Close(d *Doodle) error {
main := &MainScene{}
d.Goto(main)
return nil
}
// Help prints the help info.
func (c Command) Help(d *Doodle) error {
if len(c.Args) == 0 {
d.Flash("Available commands: new save edit play quit echo clear help")
d.Flash("Type `help` and then the command, like: `help edit`")
return nil
}
switch c.Args[0] {
case "new":
d.Flash("Usage: new")
d.Flash("Create a new drawing in Edit Mode")
case "save":
d.Flash("Usage: save [filename.json]")
d.Flash("Save the map to disk (in Edit Mode only)")
case "edit":
d.Flash("Usage: edit <filename.json>")
d.Flash("Open a file on disk in Edit Mode")
case "play":
d.Flash("Usage: play <filename.json>")
d.Flash("Open a map from disk in Play Mode")
case "echo":
d.Flash("Usage: echo <message>")
d.Flash("Flash a message back to the console")
case "quit":
case "exit":
d.Flash("Usage: quit")
d.Flash("Closes the dev console")
case "clear":
d.Flash("Usage: clear")
d.Flash("Clears the terminal output history")
case "help":
d.Flash("Usage: help <command>")
default:
d.Flash("Unknown help topic.")
}
return nil
}
// Save the current map to disk.
func (c Command) Save(d *Doodle) error {
if scene, ok := d.Scene.(*EditorScene); ok {
filename := ""
if len(c.Args) > 0 {
filename = c.Args[0]
} else if scene.filename != "" {
filename = scene.filename
} else {
return errors.New("usage: save <filename>")
}
switch scene.DrawingType {
case enum.LevelDrawing:
d.shell.Write("Saving Level: " + filename)
scene.SaveLevel(filename)
case enum.DoodadDrawing:
d.shell.Write("Saving Doodad: " + filename)
scene.SaveDoodad(filename)
}
} else {
return errors.New("save: only available in Edit Mode")
}
return nil
}
// Edit a map from disk.
func (c Command) Edit(d *Doodle) error {
if len(c.Args) == 0 {
return errors.New("Usage: edit <file name>")
}
filename := c.Args[0]
d.shell.Write("Editing file: " + filename)
return d.EditFile(filename)
}
// Play a map.
func (c Command) Play(d *Doodle) error {
if len(c.Args) == 0 {
return errors.New("Usage: play <file name>")
}
filename := c.Args[0]
d.shell.Write("Playing level: " + filename)
d.PlayLevel(filename)
return nil
}
// Quit the command line shell.
func (c Command) Quit() error {
return nil
}
// BoolProp command sets available boolean variables.
func (c Command) BoolProp(d *Doodle) error {
if len(c.Args) == 1 {
// Showing the value of a boolProp. Only supported for those defined
// in balance/boolprops.go
value, err := balance.GetBoolProp(c.Args[0])
if err != nil {
return err
}
d.Flash("%s: %+v", c.Args[0], value)
return nil
}
if len(c.Args) != 2 {
return errors.New("Usage: boolProp <name> [true or false]")
}
var (
name = c.Args[0]
value = c.Args[1]
truthy = value[0] == 't' || value[0] == 'T' || value[0] == '1'
ok = true
)
switch name {
case "Debug":
case "D":
d.Debug = truthy
case "DebugOverlay":
case "DO":
DebugOverlay = truthy
case "DebugCollision":
case "DC":
DebugCollision = truthy
default:
ok = false
}
if ok {
d.Flash("Set boolProp %s=%s", name, strconv.FormatBool(truthy))
} else {
// Try the global boolProps in balance package.
if err := balance.BoolProp(name, truthy); err != nil {
d.Flash("%s", err)
} else {
d.Flash("%s: %+v", name, truthy)
}
}
return nil
}
// RunScript evaluates some JavaScript code safely.
func (c Command) RunScript(d *Doodle, code interface{}) (otto.Value, error) {
defer func() {
if err := recover(); err != nil {
d.Flash("Panic: %s", err)
}
}()
out, err := d.shell.js.Run(code)
return out, err
}
// Default command.
func (c Command) Default() error {
return fmt.Errorf("%s: command not found. Try `help` for help",
c.Command,
)
}