Noah Petherbridge
bca848d534
Implement the Wallpaper system into the levels and the concept of Bounded and Unbounded levels. The first wallpaper image is notepad.png which looks like standard ruled notebook paper. On bounded levels, the top/left edges of the page look as you would expect and the blue lines tile indefinitely in the positive directions. On unbounded levels, you only get the repeating blue lines but not the edge pieces. A wallpaper is just a rectangular image file. The image is divided into four equal quadrants to be the Corner, Top, Left and Repeat textures for the wallpaper. The Repeat texture is ALWAYS used and fills all the empty space behind the drawing. (Doodads draw with blank canvases as before because only levels have wallpapers!) Levels have four options of a "Page Type": - Unbounded (default, infinite space) - NoNegativeSpace (has a top left edge but can grow infinitely) - Bounded (has a top left edge and bounded size) - Bordered (bounded with bordered texture; NOT IMPLEMENTED!) The scrollable viewport of a Canvas will respect the wallpaper and page type settings of a Level loaded into it. That is, if the level has a top left edge (not Unbounded) you can NOT scroll to see negative coordinates below (0,0) -- and if the level has a max dimension set, you can't scroll to see pixels outside those dimensions. The Canvas property NoLimitScroll=true will override the scroll locking and let you see outside the bounds, for debugging. - Default map settings for New Level are now: - Page Type: NoNegativeSpace - Wallpaper: notepad.png (default) - MaxWidth: 2550 (8.5" * 300 ppi) - MaxHeight: 3300 ( 11" * 300 ppi)
154 lines
3.2 KiB
Go
154 lines
3.2 KiB
Go
package doodle
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/balance"
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"git.kirsle.net/apps/doodle/doodads"
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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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"git.kirsle.net/apps/doodle/uix"
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)
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// PlayScene manages the "Edit Level" game mode.
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type PlayScene struct {
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// Configuration attributes.
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Filename string
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Level *level.Level
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// Private variables.
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d *Doodle
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drawing *uix.Canvas
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// Player character
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Player doodads.Actor
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}
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// Name of the scene.
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func (s *PlayScene) Name() string {
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return "Play"
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}
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// Setup the play scene.
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func (s *PlayScene) Setup(d *Doodle) error {
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s.d = d
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s.drawing = uix.NewCanvas(balance.ChunkSize, false)
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s.drawing.MoveTo(render.Origin)
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s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
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s.drawing.Compute(d.Engine)
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// Given a filename or map data to play?
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if s.Level != nil {
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log.Debug("PlayScene.Setup: received level from scene caller")
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s.drawing.LoadLevel(d.Engine, s.Level)
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} else if s.Filename != "" {
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log.Debug("PlayScene.Setup: loading map from file %s", s.Filename)
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s.LoadLevel(s.Filename)
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}
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s.Player = doodads.NewPlayer()
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if s.Level == nil {
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log.Debug("PlayScene.Setup: no grid given, initializing empty grid")
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s.Level = level.New()
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s.drawing.LoadLevel(d.Engine, s.Level)
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}
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d.Flash("Entered Play Mode. Press 'E' to edit 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 *PlayScene) Loop(d *Doodle, ev *events.State) error {
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// Switching to Edit Mode?
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if ev.KeyName.Read() == "e" {
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log.Info("Edit Mode, Go!")
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d.Goto(&EditorScene{
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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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// s.drawing.Loop(ev)
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s.movePlayer(ev)
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return nil
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}
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// Draw the pixels on this frame.
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func (s *PlayScene) Draw(d *Doodle) error {
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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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// Draw the level.
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s.drawing.Present(d.Engine, s.drawing.Point())
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// Draw our hero.
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s.Player.Draw(d.Engine)
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// Draw out bounding boxes.
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d.DrawCollisionBox(s.Player)
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return nil
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}
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// movePlayer updates the player's X,Y coordinate based on key pressed.
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func (s *PlayScene) movePlayer(ev *events.State) {
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delta := s.Player.Position()
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var playerSpeed int32 = 8
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var gravity int32 = 2
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if ev.Down.Now {
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delta.Y += playerSpeed
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}
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if ev.Left.Now {
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delta.X -= playerSpeed
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}
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if ev.Right.Now {
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delta.X += playerSpeed
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}
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if ev.Up.Now {
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delta.Y -= playerSpeed
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}
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// Apply gravity.
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// var onFloor bool
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info, ok := doodads.CollidesWithGrid(s.Player, s.Level.Chunker, delta)
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if ok {
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// Collision happened with world.
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}
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delta = info.MoveTo
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// Apply gravity if not grounded.
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if !s.Player.Grounded() {
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// Gravity has to pipe through the collision checker, too, so it
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// can't give us a cheated downward boost.
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delta.Y += gravity
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}
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s.Player.MoveTo(delta)
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}
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// LoadLevel loads a level from disk.
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func (s *PlayScene) LoadLevel(filename string) error {
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s.Filename = filename
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level, err := level.LoadJSON(filename)
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if err != nil {
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return fmt.Errorf("PlayScene.LoadLevel(%s): %s", filename, err)
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}
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s.Level = level
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s.drawing.LoadLevel(s.d.Engine, s.Level)
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return nil
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}
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// Destroy the scene.
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func (s *PlayScene) Destroy() error {
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return nil
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}
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