Noah Petherbridge
d9bca2152a
* File->Publish Level in the Level Editor opens the Publish window, where you can embed custom doodads into your level and export a portable .level file you can share with others. * Currently does not actually export a level file yet. * The dialog lists all unique doodad names in use in your level, and designates which are built-ins and which are custom (paginated). * A checkbox would let the user embed built-in doodads into their level, as well, locking it in to those versions and not using updated versions from future game releases. UI Improvements: * Added styling for a "Primary" UI button, rendered in deep blue. * Pop-up modals (Alert, Confirm) color their Ok button as Primary. * The Enter key pressed during an Alert or Confirm modal will invoke its default button and close the modal, corresponding to its Primary button. * The developer console is now opened with the tilde/grave key ` instead of the Enter key, so that the Enter key is free to click through modals. * In the "Open/Edit Drawing" window, a "Browse..." button is added to the level and doodad sections, spawning a native File Open dialog to pick a .level or .doodad outside the config root.
286 lines
6.2 KiB
Go
286 lines
6.2 KiB
Go
package doodle
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import (
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"fmt"
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"path/filepath"
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"strings"
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"time"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/keybind"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/modal"
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"git.kirsle.net/apps/doodle/pkg/native"
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"git.kirsle.net/apps/doodle/pkg/pattern"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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golog "git.kirsle.net/go/log"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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)
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const (
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// TargetFPS is the frame rate to cap the game to.
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TargetFPS = 1000 / 60 // 60 FPS
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// Millisecond64 is a time.Millisecond casted to float64.
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Millisecond64 = float64(time.Millisecond)
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)
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// Doodle is the game object.
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type Doodle struct {
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Debug bool
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Engine render.Engine
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engineReady bool
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// Easy access to the event state, for the debug overlay to use.
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// Might not be thread safe.
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event *event.State
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startTime time.Time
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running bool
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width int
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height int
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// Command line shell options.
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shell Shell
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Scene Scene
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}
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// New initializes the game object.
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func New(debug bool, engine render.Engine) *Doodle {
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d := &Doodle{
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Debug: debug,
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Engine: engine,
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startTime: time.Now(),
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running: true,
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width: balance.Width,
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height: balance.Height,
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}
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d.shell = NewShell(d)
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// Make the render engine globally available. TODO: for wasm/ToBitmap
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shmem.CurrentRenderEngine = engine
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shmem.Flash = d.Flash
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shmem.Prompt = d.Prompt
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if debug {
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log.Logger.Config.Level = golog.DebugLevel
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// DebugOverlay = true // on by default in debug mode, F3 to disable
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}
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return d
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}
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// SetWindowSize sets the size of the Doodle window.
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func (d *Doodle) SetWindowSize(width, height int) {
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d.width = width
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d.height = height
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}
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// Title returns the game's preferred window title.
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func (d *Doodle) Title() string {
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return fmt.Sprintf("%s v%s", branding.AppName, branding.Version)
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}
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// SetupEngine sets up the rendering engine.
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func (d *Doodle) SetupEngine() error {
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// Set up the rendering engine (SDL2, etc.)
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if err := d.Engine.Setup(); err != nil {
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return err
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}
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d.engineReady = true
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// Initialize the UI modal manager.
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modal.Initialize(d.Engine)
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// Preload the builtin brush patterns.
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pattern.LoadBuiltins(d.Engine)
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return nil
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}
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// Run initializes SDL and starts the main loop.
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func (d *Doodle) Run() error {
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if !d.engineReady {
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if err := d.SetupEngine(); err != nil {
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return err
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}
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}
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// Set up the default scene.
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if d.Scene == nil {
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d.Goto(&MainScene{})
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}
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log.Info("Enter Main Loop")
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for d.running {
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// d.Engine.Clear(render.White)
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start := time.Now() // Record how long this frame took.
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shmem.Tick++
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// Poll for events.
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ev, err := d.Engine.Poll()
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shmem.Cursor = render.NewPoint(ev.CursorX, ev.CursorY)
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if err != nil {
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log.Error("event poll error: %s", err)
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d.running = false
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break
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}
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d.event = ev
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// Command line shell.
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if d.shell.Open {
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} else if keybind.ShellKey(ev) {
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log.Debug("Shell: opening shell")
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d.shell.Open = true
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} else {
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// Global event handlers.
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if keybind.Shutdown(ev) {
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if d.Debug { // fast exit in -debug mode.
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d.running = false
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} else {
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d.ConfirmExit()
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}
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continue
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}
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if keybind.Help(ev) {
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// Launch the local guidebook
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native.OpenLocalURL(balance.GuidebookPath)
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} else if keybind.DebugOverlay(ev) {
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DebugOverlay = !DebugOverlay
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} else if keybind.DebugCollision(ev) {
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DebugCollision = !DebugCollision
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}
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// Is a UI modal active?
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if modal.Handled(ev) == false {
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// Run the scene's logic.
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err = d.Scene.Loop(d, ev)
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if err != nil {
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return err
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}
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}
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}
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// Draw the scene.
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d.Scene.Draw(d)
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// Draw modals on top of the game UI.
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modal.Draw()
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// Draw the shell, always on top of UI and modals.
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err = d.shell.Draw(d, ev)
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if err != nil {
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log.Error("shell error: %s", err)
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d.running = false
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break
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}
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// Draw the debug overlay over all scenes.
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d.DrawDebugOverlay()
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// Render the pixels to the screen.
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err = d.Engine.Present()
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if err != nil {
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log.Error("draw error: %s", err)
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d.running = false
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break
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}
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// Delay to maintain the target frames per second.
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var delay uint32
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if !fpsDoNotCap {
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elapsed := time.Now().Sub(start)
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tmp := elapsed / time.Millisecond
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if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
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delay = uint32(TargetFPS - int(tmp))
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}
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d.Engine.Delay(delay)
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}
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// Track how long this frame took to measure FPS over time.
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d.TrackFPS(delay)
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// Consume any lingering key sym.
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ev.ResetKeyDown()
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}
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log.Warn("Main Loop Exited! Shutting down...")
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return nil
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}
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// ConfirmExit may shut down Doodle gracefully after showing the user a
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// confirmation modal.
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func (d *Doodle) ConfirmExit() {
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modal.Confirm("Are you sure you want to quit %s?", branding.AppName).
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WithTitle("Confirm Quit").Then(func() {
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d.running = false
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})
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}
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// NewMap loads a new map in Edit Mode.
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func (d *Doodle) NewMap() {
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log.Info("Starting a new map")
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scene := &EditorScene{}
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d.Goto(scene)
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}
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// NewDoodad loads a new Doodad in Edit Mode.
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func (d *Doodle) NewDoodad(size int) {
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if balance.FreeVersion {
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d.Flash("Doodad editor is not available in your version of the game.")
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return
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}
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log.Info("Starting a new doodad")
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scene := &EditorScene{
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DrawingType: enum.DoodadDrawing,
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DoodadSize: size,
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}
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d.Goto(scene)
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}
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// EditDrawing loads a drawing (Level or Doodad) in Edit Mode.
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func (d *Doodle) EditDrawing(filename string) error {
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log.Info("Loading drawing from file: %s", filename)
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ext := strings.ToLower(filepath.Ext(filename))
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scene := &EditorScene{
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Filename: filename,
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OpenFile: true,
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}
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switch ext {
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case ".level":
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case ".map":
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log.Info("is a Level type")
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scene.DrawingType = enum.LevelDrawing
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case ".doodad":
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if balance.FreeVersion {
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return fmt.Errorf("Doodad editor not supported in your version of the game")
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}
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scene.DrawingType = enum.DoodadDrawing
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default:
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return fmt.Errorf("file extension '%s' doesn't indicate its drawing type", ext)
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}
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d.Goto(scene)
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return nil
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}
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// PlayLevel loads a map from JSON into the PlayScene.
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func (d *Doodle) PlayLevel(filename string) error {
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log.Info("Loading level from file: %s", filename)
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scene := &PlayScene{
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Filename: filename,
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}
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d.Goto(scene)
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return nil
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}
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