doodle/pkg/doodle.go
Noah Petherbridge 6d3ffcd98c Finalize basic functionality for Level Packs
* The "Story Mode" button on the MainScene opens the levelpacks window.
* Levelpacks from all places are shown (built-in and user files), basic
  level picker works.
* When playing a level out of a levelpack: the PlayScene gets the file
  data from the zipfile and plays it OK.
* When a levelpack level is solved, the "Next Level" button appears on
  the success modal and hitting Return will advance to the next level in
  the pack. The final level doesn't show this button.
* The user can edit levelpack levels! Clicking the "Edit" button on the
  Play Mode moves the loaded level over to the EditScene and the user
  could save it to disk or edit/playtest it perfectly OK! The link to
  the levelpack is lost upon opening in the editor, so the "Next Level"
  victory button doesn't appear.
2021-12-26 20:48:29 -08:00

346 lines
8.1 KiB
Go

package doodle
import (
"fmt"
"path/filepath"
"strconv"
"strings"
"time"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/keybind"
"git.kirsle.net/apps/doodle/pkg/levelpack"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/modal"
"git.kirsle.net/apps/doodle/pkg/modal/loadscreen"
"git.kirsle.net/apps/doodle/pkg/native"
"git.kirsle.net/apps/doodle/pkg/pattern"
"git.kirsle.net/apps/doodle/pkg/shmem"
"git.kirsle.net/apps/doodle/pkg/usercfg"
"git.kirsle.net/apps/doodle/pkg/windows"
golog "git.kirsle.net/go/log"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
)
const (
// TargetFPS is the frame rate to cap the game to.
TargetFPS = 1000 / 60 // 60 FPS
// Millisecond64 is a time.Millisecond casted to float64.
Millisecond64 = float64(time.Millisecond)
)
// Doodle is the game object.
type Doodle struct {
Debug bool
Engine render.Engine
engineReady bool
// Easy access to the event state, for the debug overlay to use.
// Might not be thread safe.
event *event.State
startTime time.Time
running bool
width int
height int
// Command line shell options.
shell Shell
Scene Scene
}
// New initializes the game object.
func New(debug bool, engine render.Engine) *Doodle {
d := &Doodle{
Debug: debug,
Engine: engine,
startTime: time.Now(),
running: true,
width: balance.Width,
height: balance.Height,
}
d.shell = NewShell(d)
// Make the render engine globally available. TODO: for wasm/ToBitmap
shmem.CurrentRenderEngine = engine
shmem.Flash = d.Flash
shmem.FlashError = d.FlashError
shmem.Prompt = d.Prompt
if debug {
log.Logger.Config.Level = golog.DebugLevel
// DebugOverlay = true // on by default in debug mode, F3 to disable
}
return d
}
// SetWindowSize sets the size of the Doodle window.
func (d *Doodle) SetWindowSize(width, height int) {
d.width = width
d.height = height
}
// Title returns the game's preferred window title.
func (d *Doodle) Title() string {
return fmt.Sprintf("%s v%s", branding.AppName, branding.Version)
}
// SetupEngine sets up the rendering engine.
func (d *Doodle) SetupEngine() error {
// Set up the rendering engine (SDL2, etc.)
if err := d.Engine.Setup(); err != nil {
return err
}
d.engineReady = true
// Initialize the UI modal manager.
modal.Initialize(d.Engine)
// Preload the builtin brush patterns.
pattern.LoadBuiltins(d.Engine)
return nil
}
// Run initializes SDL and starts the main loop.
func (d *Doodle) Run() error {
if !d.engineReady {
if err := d.SetupEngine(); err != nil {
return err
}
}
// Set up the default scene.
if d.Scene == nil {
d.Goto(&MainScene{})
}
log.Info("Enter Main Loop")
for d.running {
// d.Engine.Clear(render.White)
start := time.Now() // Record how long this frame took.
shmem.Tick++
// Poll for events.
ev, err := d.Engine.Poll()
shmem.Cursor = render.NewPoint(ev.CursorX, ev.CursorY)
if err != nil {
log.Error("event poll error: %s", err)
d.running = false
break
}
d.event = ev
// Command line shell.
if d.shell.Open {
} else if keybind.ShellKey(ev) {
log.Debug("Shell: opening shell")
d.shell.Open = true
} else {
// Global event handlers.
if keybind.Shutdown(ev) {
if d.Debug { // fast exit in -debug mode.
d.running = false
} else {
d.ConfirmExit()
}
continue
}
if keybind.Help(ev) {
// Launch the local guidebook
native.OpenLocalURL(balance.GuidebookPath)
} else if keybind.DebugOverlay(ev) {
DebugOverlay = !DebugOverlay
} else if keybind.DebugCollision(ev) {
DebugCollision = !DebugCollision
}
// Make sure no UI modals (alerts, confirms)
// or loadscreen are currently visible.
if !modal.Handled(ev) {
// Run the scene's logic.
err = d.Scene.Loop(d, ev)
if err != nil {
return err
}
}
}
// Draw the scene.
d.Scene.Draw(d)
// Draw the loadscreen if it is active.
loadscreen.Loop(render.NewRect(d.width, d.height), d.Engine)
// Draw modals on top of the game UI.
modal.Draw()
// Draw the shell, always on top of UI and modals.
err = d.shell.Draw(d, ev)
if err != nil {
log.Error("shell error: %s", err)
d.running = false
break
}
// Draw the debug overlay over all scenes.
d.DrawDebugOverlay()
// Render the pixels to the screen.
err = d.Engine.Present()
if err != nil {
log.Error("draw error: %s", err)
d.running = false
break
}
// Delay to maintain the target frames per second.
var delay uint32
if !fpsDoNotCap {
elapsed := time.Now().Sub(start)
tmp := elapsed / time.Millisecond
if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
delay = uint32(TargetFPS - int(tmp))
}
d.Engine.Delay(delay)
}
// Track how long this frame took to measure FPS over time.
d.TrackFPS(delay)
// Consume any lingering key sym.
// ev.ResetKeyDown()
}
log.Warn("Main Loop Exited! Shutting down...")
return nil
}
// MakeSettingsWindow initializes the windows/settings.go window
// from anywhere you need it, binding all the variables in.
func (d *Doodle) MakeSettingsWindow(supervisor *ui.Supervisor) *ui.Window {
cfg := windows.Settings{
Supervisor: supervisor,
Engine: d.Engine,
SceneName: d.Scene.Name(),
OnApply: func() {
},
// Boolean checkbox bindings
DebugOverlay: &DebugOverlay,
DebugCollision: &DebugCollision,
HorizontalToolbars: &usercfg.Current.HorizontalToolbars,
EnableFeatures: &usercfg.Current.EnableFeatures,
CrosshairSize: &usercfg.Current.CrosshairSize,
CrosshairColor: &usercfg.Current.CrosshairColor,
HideTouchHints: &usercfg.Current.HideTouchHints,
}
return windows.MakeSettingsWindow(d.width, d.height, cfg)
}
// ConfirmExit may shut down Doodle gracefully after showing the user a
// confirmation modal.
func (d *Doodle) ConfirmExit() {
modal.Confirm("Are you sure you want to quit %s?", branding.AppName).
WithTitle("Confirm Quit").Then(func() {
d.running = false
})
}
// NewMap loads a new map in Edit Mode.
func (d *Doodle) NewMap() {
log.Info("Starting a new map")
scene := &EditorScene{}
d.Goto(scene)
}
// NewDoodad loads a new Doodad in Edit Mode.
// If size is zero, it prompts the user to select a size or accept the default size.
func (d *Doodle) NewDoodad(size int) {
if size == 0 {
d.Prompt(fmt.Sprintf("Doodad size or %d>", balance.DoodadSize), func(answer string) {
size := balance.DoodadSize
if answer != "" {
i, err := strconv.Atoi(answer)
if err != nil {
d.FlashError("Error: Doodad size must be a number.")
return
}
size = i
}
// Recurse with the proper answer.
if size <= 0 {
d.FlashError("Error: Doodad size must be a positive number.")
}
d.NewDoodad(size)
})
return
}
log.Info("Starting a new doodad")
scene := &EditorScene{
DrawingType: enum.DoodadDrawing,
DoodadSize: size,
}
d.Goto(scene)
}
// EditDrawing loads a drawing (Level or Doodad) in Edit Mode.
func (d *Doodle) EditDrawing(filename string) error {
log.Info("Loading drawing from file: %s", filename)
ext := strings.ToLower(filepath.Ext(filename))
scene := &EditorScene{
Filename: filename,
OpenFile: true,
}
switch ext {
case ".level":
case ".map":
log.Info("is a Level type")
scene.DrawingType = enum.LevelDrawing
case ".doodad":
scene.DrawingType = enum.DoodadDrawing
default:
return fmt.Errorf("file extension '%s' doesn't indicate its drawing type", ext)
}
d.Goto(scene)
return nil
}
// PlayLevel loads a map from JSON into the PlayScene.
func (d *Doodle) PlayLevel(filename string) error {
log.Info("Loading level from file: %s", filename)
scene := &PlayScene{
Filename: filename,
}
d.Goto(scene)
return nil
}
// PlayFromLevelpack initializes the Play Scene from a level as part of
// a levelpack.
func (d *Doodle) PlayFromLevelpack(pack levelpack.LevelPack, which levelpack.Level) error {
log.Info("Loading level %s from levelpack %s", which.Filename, pack.Title)
scene := &PlayScene{
Filename: which.Filename,
LevelPack: &pack,
}
d.Goto(scene)
return nil
}