Noah Petherbridge
38a23f00b2
* Bird is not solid when colliding with other birds. * If the dev shell is used to run JavaScript during Play Mode, consider it cheating (so player can't `$ d.Scene.ResetTimer()` for example) * On Survival Mode levels, DieByFire immediately opens the End Level (silver score) modal rather than respawn from checkpoint, so levels don't need checkpoint contraptions to end the level. * During level loading screens, wait and call doodads' main() function until the very end.
213 lines
4.2 KiB
Go
213 lines
4.2 KiB
Go
package modal
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import (
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"fmt"
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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/log"
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"git.kirsle.net/apps/doodle/pkg/savegame"
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"git.kirsle.net/apps/doodle/pkg/sprites"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// ConfigEndLevel sets options for the EndLevel modal.
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type ConfigEndLevel struct {
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Engine render.Engine
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Success bool // false = failure condition
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// Handler functions - what you don't define will not
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// show as buttons in the modal.
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OnRestartLevel func() // Restart Level
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OnRetryCheckpoint func() // Continue from checkpoint
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OnEditLevel func()
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OnNextLevel func() // Next Level
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OnExitToMenu func() // Exit to Menu
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// Set these values to show the "New Record!" part of the modal.
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NewRecord bool
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IsPerfect bool
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TimeElapsed time.Duration
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}
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// EndLevel shows the End Level modal.
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func EndLevel(cfg ConfigEndLevel, title, message string, args ...interface{}) *Modal {
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if !ready {
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panic("modal.EndLevel(): not ready")
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} else if current != nil {
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return current
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}
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// Reset the supervisor.
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supervisor = ui.NewSupervisor()
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m := &Modal{
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title: title,
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message: fmt.Sprintf(message, args...),
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}
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m.window = makeEndLevel(m, cfg)
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center(m.window)
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current = m
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return m
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}
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// makeEndLevel creates the ui.Window for the Confirm modal.
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func makeEndLevel(m *Modal, cfg ConfigEndLevel) *ui.Window {
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win := ui.NewWindow("EndLevel")
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_, title := win.TitleBar()
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title.TextVariable = &m.title
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msgFrame := ui.NewFrame("Confirm Message")
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win.Pack(msgFrame, ui.Pack{
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Side: ui.N,
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})
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msg := ui.NewLabel(ui.Label{
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TextVariable: &m.message,
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Font: balance.UIFont,
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})
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msgFrame.Pack(msg, ui.Pack{
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Side: ui.N,
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})
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// New Record frame.
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if cfg.NewRecord {
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// Get the gold or silver sprite.
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var (
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coin = balance.SilverCoin
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recordFont = balance.NewRecordFont
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)
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if cfg.IsPerfect {
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coin = balance.GoldCoin
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recordFont = balance.NewRecordPerfectFont
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}
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recordFrame := ui.NewFrame("New Record")
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msgFrame.Pack(recordFrame, ui.Pack{
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Side: ui.N,
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})
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header := ui.NewLabel(ui.Label{
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Text: "A New Record!",
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Font: recordFont,
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})
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recordFrame.Pack(header, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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// A frame to hold the icon and duration elapsed.
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timeFrame := ui.NewFrame("Time Frame")
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recordFrame.Pack(timeFrame, ui.Pack{
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Side: ui.N,
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})
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// Show the coin image.
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if cfg.Engine != nil {
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img, err := sprites.LoadImage(cfg.Engine, coin)
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if err != nil {
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log.Error("Couldn't load %s: %s", coin, err)
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} else {
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timeFrame.Pack(img, ui.Pack{
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Side: ui.W,
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})
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}
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}
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// Show the time duration label.
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dur := ui.NewLabel(ui.Label{
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Text: savegame.FormatDuration(cfg.TimeElapsed),
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Font: balance.MenuFont,
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})
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timeFrame.Pack(dur, ui.Pack{
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Side: ui.W,
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})
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}
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// Ok/Cancel button bar.
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btnBar := ui.NewFrame("Button Bar")
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msgFrame.Pack(btnBar, ui.Pack{
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Side: ui.N,
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PadY: 4,
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})
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var buttons []*ui.Button
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var primaryFunc func()
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for _, btn := range []struct {
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Label string
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F func()
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}{
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{
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Label: "Next Level",
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F: cfg.OnNextLevel,
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},
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{
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Label: "Retry from Checkpoint",
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F: cfg.OnRetryCheckpoint,
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},
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{
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Label: "Restart Level",
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F: cfg.OnRestartLevel,
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},
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{
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Label: "Edit Level",
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F: cfg.OnEditLevel,
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},
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{
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Label: "Exit to Menu",
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F: cfg.OnExitToMenu,
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},
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} {
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btn := btn
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if btn.F == nil {
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continue
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}
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if primaryFunc == nil {
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primaryFunc = btn.F
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}
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button := ui.NewButton(btn.Label+"Button", ui.NewLabel(ui.Label{
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Text: btn.Label,
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Font: balance.MenuFont,
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}))
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button.Handle(ui.Click, func(ed ui.EventData) error {
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m.Dismiss(false)
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btn.F()
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return nil
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})
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button.Compute(engine)
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buttons = append(buttons, button)
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supervisor.Add(button)
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btnBar.Pack(button, ui.Pack{
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Side: ui.N,
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PadY: 2,
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FillX: true,
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})
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// // Make a new row of buttons?
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// if i > 0 && i%3 == 0 {
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// btnBar = ui.NewFrame("Button Bar")
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// msgFrame.Pack(btnBar, ui.Pack{
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// Side: ui.N,
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// PadY: 0,
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// })
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// }
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}
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// Mark the first button the primary button.
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if primaryFunc != nil {
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m.Then(primaryFunc)
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}
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buttons[0].SetStyle(&balance.ButtonPrimary)
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win.Compute(engine)
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win.Supervise(supervisor)
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return win
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}
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