doodle/main_scene.go
Noah Petherbridge 20771fbe13 Draw Actors Embedded in Levels in Edit Mode
Add the JSON format for embedding Actors (Doodad instances) inside of a
Level. I made a test map that manually inserted a couple of actors.

Actors are given to the Canvas responsible for the Level via the
function `InstallActors()`. So it means you'll call LoadLevel and then
InstallActors to hook everything up.

The Canvas creates sub-Canvas widgets from each Actor.

After drawing the main level geometry from the Canvas.Chunker, it calls
the drawActors() function which does the same but for Actors.

Levels keep a global map of all Actors that exist. For any Actors that
are visible within the Viewport, their sub-Canvas widgets are presented
appropriately on top of the parent Canvas. In case their sub-Canvas
overlaps the parent's boundaries, their sub-Canvas is resized and moved
appropriately.

- Allow the MainWindow to be resized at run time, and the UI
  recalculates its sizing and position.
- Made the in-game Shell properties editable via environment variables.
  The kirsle.env file sets a blue and pink color scheme.
- Begin the ground work for Levels and Doodads to embed files inside
  their data via the level.FileSystem type.
- UI: Labels can now contain line break characters. It will
  appropriately render multiple lines of render.Text and take into
  account the proper BoxSize to contain them all.
- Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL
  debug overlay and visualization options.
- Add debug overlay to "tag" each Canvas widget with some of its
  details, like its Name and World Position. Can be enabled with the
  environment variable DEBUG_CANVAS_LABEL=true
- Improved the FPS debug overlay to show in labeled columns and multiple
  colors, with easy ability to add new data points to it.
2018-10-19 13:32:25 -07:00

99 lines
1.9 KiB
Go

package doodle
import (
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/render"
"git.kirsle.net/apps/doodle/ui"
)
// MainScene implements the main menu of Doodle.
type MainScene struct {
Supervisor *ui.Supervisor
frame *ui.Frame
}
// Name of the scene.
func (s *MainScene) Name() string {
return "Main"
}
// Setup the scene.
func (s *MainScene) Setup(d *Doodle) error {
s.Supervisor = ui.NewSupervisor()
frame := ui.NewFrame("frame")
s.frame = frame
button1 := ui.NewButton("Button1", ui.NewLabel(ui.Label{
Text: "New Map",
Font: balance.StatusFont,
}))
button1.Handle(ui.Click, func(p render.Point) {
d.NewMap()
})
button2 := ui.NewButton("Button2", ui.NewLabel(ui.Label{
Text: "New Map",
Font: balance.StatusFont,
}))
button2.SetText("Load Map")
frame.Pack(button1, ui.Pack{
Anchor: ui.N,
Fill: true,
})
frame.Pack(button2, ui.Pack{
Anchor: ui.N,
PadY: 12,
Fill: true,
})
s.Supervisor.Add(button1)
s.Supervisor.Add(button2)
return nil
}
// Loop the editor scene.
func (s *MainScene) Loop(d *Doodle, ev *events.State) error {
s.Supervisor.Loop(ev)
return nil
}
// Draw the pixels on this frame.
func (s *MainScene) Draw(d *Doodle) error {
// Clear the canvas and fill it with white.
d.Engine.Clear(render.White)
label := ui.NewLabel(ui.Label{
Text: "Doodle v" + Version,
Font: render.Text{
Size: 26,
Color: render.Pink,
Stroke: render.SkyBlue,
Shadow: render.Black,
},
})
label.Compute(d.Engine)
label.MoveTo(render.Point{
X: (int32(d.width) / 2) - (label.Size().W / 2),
Y: 120,
})
label.Present(d.Engine, label.Point())
s.frame.Compute(d.Engine)
s.frame.MoveTo(render.Point{
X: (int32(d.width) / 2) - (s.frame.Size().W / 2),
Y: 200,
})
s.frame.Present(d.Engine, s.frame.Point())
return nil
}
// Destroy the scene.
func (s *MainScene) Destroy() error {
return nil
}