Noah Petherbridge
864156da53
* Added a Settings window for game options, such as enabling the horizontal toolbars in Edit Mode. The Settings window also has a Controls tab showing the gameplay buttons and keyboard shortcuts. * The Settings window is available as a button on the home screen OR from the Edit->Settings menu in the EditScene. * Bugfix: using WASD to move the player character now works better and is considered by the game to be identical to the arrow key inputs. Boy now updates his animation based on these keys, and they register as boolean on/off keys instead of affected by key-repeat. * Refactor the boolProps: they are all part of usercfg now, and if you run e.g. "boolProp show-all-doodads true" and then cause the user settings to save to disk, that boolProp will be permanently enabled until turned off again.
224 lines
4.8 KiB
Go
224 lines
4.8 KiB
Go
package main
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import (
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"errors"
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"fmt"
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"math/rand"
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"os"
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"regexp"
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"runtime"
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"sort"
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"strconv"
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"time"
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doodle "git.kirsle.net/apps/doodle/pkg"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/bindata"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/license"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/apps/doodle/pkg/sound"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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"git.kirsle.net/go/render/sdl"
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"github.com/urfave/cli/v2"
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_ "image/png"
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)
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// Build number is the git commit hash.
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var (
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Build = "<dynamic>"
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BuildDate string
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)
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func init() {
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if BuildDate == "" {
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BuildDate = time.Now().Format(time.RFC3339)
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}
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// Use all the CPU cores for collision detection and other load balanced
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// goroutine work in the app.
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runtime.GOMAXPROCS(runtime.NumCPU())
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// Seed the random number generator.
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rand.Seed(time.Now().UnixNano())
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}
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func main() {
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runtime.LockOSThread()
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app := cli.NewApp()
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app.Name = "doodle"
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app.Usage = fmt.Sprintf("%s - %s", branding.AppName, branding.Summary)
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var freeLabel string
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if !license.IsRegistered() {
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freeLabel = " (shareware)"
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}
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// Load user settings from disk ASAP.
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if err := usercfg.Load(); err != nil {
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log.Error("Error loading user settings (defaults will be used): %s", err)
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}
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app.Version = fmt.Sprintf("%s build %s%s. Built on %s",
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branding.Version,
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Build,
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freeLabel,
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BuildDate,
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)
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app.Flags = []cli.Flag{
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&cli.BoolFlag{
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Name: "debug",
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Aliases: []string{"d"},
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Usage: "enable debug level logging",
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},
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&cli.StringFlag{
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Name: "chdir",
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Usage: "working directory for the game's runtime package",
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},
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&cli.BoolFlag{
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Name: "edit",
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Aliases: []string{"e"},
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Usage: "edit the map given on the command line (instead of play it)",
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},
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&cli.StringFlag{
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Name: "window",
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Aliases: []string{"w"},
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Usage: "set the window size (e.g. -w 1024x768) or special value: desktop, mobile, landscape, maximized",
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},
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&cli.BoolFlag{
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Name: "guitest",
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Usage: "enter the GUI Test scene on startup",
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},
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&cli.BoolFlag{
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Name: "experimental",
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Usage: "enable experimental Feature Flags",
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},
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&cli.BoolFlag{
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Name: "offline",
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Usage: "offline mode, disables check for new updates",
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},
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}
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app.Action = func(c *cli.Context) error {
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// --chdir into a different working directory? e.g. for Flatpak especially.
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if doodlePath := c.String("chdir"); doodlePath != "" {
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if err := os.Chdir(doodlePath); err != nil {
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log.Error("--chdir: couldn't enter '%s': %s", doodlePath, err)
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return err
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}
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}
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var filename string
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if c.NArg() > 0 {
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filename = c.Args().Get(0)
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}
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// Setting a custom resolution?
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if c.String("window") != "" {
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if err := setResolution(c.String("window")); err != nil {
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panic(err)
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}
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}
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// Enable feature flags?
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if c.Bool("experimental") {
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balance.FeaturesOn()
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}
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// Offline mode?
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if c.Bool("offline") {
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shmem.OfflineMode = true
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}
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// SDL engine.
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engine := sdl.New(
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fmt.Sprintf("%s v%s", branding.AppName, branding.Version),
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balance.Width,
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balance.Height,
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)
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// Load the SDL fonts in from bindata storage.
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if fonts, err := bindata.AssetDir("assets/fonts"); err == nil {
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for _, file := range fonts {
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data, err := bindata.Asset("assets/fonts/" + file)
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if err != nil {
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panic(err)
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}
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sdl.InstallFont(file, data)
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}
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} else {
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panic(err)
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}
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// Preload all sound effects.
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sound.PreloadAll()
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game := doodle.New(c.Bool("debug"), engine)
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game.SetupEngine()
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if c.Bool("guitest") {
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game.Goto(&doodle.GUITestScene{})
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} else if filename != "" {
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if c.Bool("edit") {
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game.EditFile(filename)
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} else {
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game.PlayLevel(filename)
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}
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}
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// Maximizing the window? with `-w maximized`
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if c.String("window") == "maximized" {
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log.Info("Maximize main window")
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engine.Maximize()
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}
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// Log what Doodle thinks its working directory is, for debugging.
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pwd, _ := os.Getwd()
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log.Debug("PWD: %s", pwd)
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game.Run()
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return nil
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}
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sort.Sort(cli.FlagsByName(app.Flags))
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sort.Sort(cli.CommandsByName(app.Commands))
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err := app.Run(os.Args)
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if err != nil {
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log.Error(err.Error())
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}
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}
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func setResolution(value string) error {
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switch value {
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case "desktop", "maximized":
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return nil
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case "mobile":
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balance.Width = 375
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balance.Height = 812
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if !usercfg.Current.Initialized {
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usercfg.Current.HorizontalToolbars = true
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}
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case "landscape":
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balance.Width = 812
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balance.Height = 375
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default:
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var re = regexp.MustCompile(`^(\d+?)x(\d+?)$`)
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m := re.FindStringSubmatch(value)
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if len(m) == 0 {
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return errors.New("--window: must be of the form WIDTHxHEIGHT, i.e. " +
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"1024x768, or special keywords desktop, mobile, or landscape.")
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}
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w, _ := strconv.Atoi(m[1])
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h, _ := strconv.Atoi(m[2])
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balance.Width = w
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balance.Height = h
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}
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return nil
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}
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