Drag flow into view-map

This is pretty awful, but will let me wire up items more easily without
needing to do the big refactor into independent menu handlers
This commit is contained in:
2020-06-13 16:37:39 +01:00
parent 7677c30572
commit 3b7cfb6ecc
5 changed files with 65 additions and 29 deletions

View File

@@ -10,7 +10,9 @@ import (
"code.ur.gs/lupine/ordoor/internal/assetstore" "code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/config" "code.ur.gs/lupine/ordoor/internal/config"
"code.ur.gs/lupine/ordoor/internal/flow"
"code.ur.gs/lupine/ordoor/internal/scenario" "code.ur.gs/lupine/ordoor/internal/scenario"
"code.ur.gs/lupine/ordoor/internal/ship"
"code.ur.gs/lupine/ordoor/internal/ui" "code.ur.gs/lupine/ordoor/internal/ui"
) )
@@ -25,6 +27,7 @@ var (
) )
type env struct { type env struct {
flow *flow.Flow
scenario *scenario.Scenario scenario *scenario.Scenario
} }
@@ -51,27 +54,39 @@ func main() {
log.Fatalf("Failed to load scenario %v: %v", *gameMap, err) log.Fatalf("Failed to load scenario %v: %v", *gameMap, err)
} }
env := &env{ var realEnv *env
scenario: scenario, if cfg.DefaultEngineName == "ordoor" {
ship := &ship.Ship{}
flow, err := flow.New(assets, cfg, ship)
if err != nil {
log.Fatalf("Failed to setup flow: %v", err)
}
flow.SetScenario(scenario)
realEnv = &env{flow: flow, scenario: scenario}
} else {
realEnv = &env{scenario: scenario}
} }
win, err := ui.NewWindow(env, "View Map "+*gameMap, *winX, *winY) win, err := ui.NewWindow(realEnv, "View Map "+*gameMap, *winX, *winY)
if err != nil { if err != nil {
log.Fatal("Couldn't create window: %v", err) log.Fatal("Couldn't create window: %v", err)
} }
step := 32
win.WhileKeyDown(ebiten.KeyLeft, env.changeOrigin(-step, +0))
win.WhileKeyDown(ebiten.KeyRight, env.changeOrigin(+step, +0))
win.WhileKeyDown(ebiten.KeyUp, env.changeOrigin(+0, -step))
win.WhileKeyDown(ebiten.KeyDown, env.changeOrigin(+0, +step))
for i := 0; i <= 6; i++ { for i := 0; i <= 6; i++ {
win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i)) win.OnKeyUp(ebiten.Key1+ebiten.Key(i), realEnv.setZIdx(i))
} }
win.OnMouseClick(env.showCellData) win.OnMouseClick(realEnv.showCellData)
win.OnMouseWheel(env.changeZoom) win.OnMouseWheel(realEnv.changeZoom)
if realEnv.flow == nil {
step := 32
win.WhileKeyDown(ebiten.KeyLeft, realEnv.changeOrigin(-step, +0))
win.WhileKeyDown(ebiten.KeyRight, realEnv.changeOrigin(+step, +0))
win.WhileKeyDown(ebiten.KeyUp, realEnv.changeOrigin(+0, -step))
win.WhileKeyDown(ebiten.KeyDown, realEnv.changeOrigin(+0, +step))
}
if err := win.Run(); err != nil { if err := win.Run(); err != nil {
log.Fatal(err) log.Fatal(err)
@@ -79,11 +94,19 @@ func main() {
} }
func (e *env) Update(screenX, screenY int) error { func (e *env) Update(screenX, screenY int) error {
return e.scenario.Update(screenX, screenY) if e.flow != nil {
return e.flow.Update(screenX, screenY)
} else {
return e.scenario.Update(screenX, screenY)
}
} }
func (e *env) Draw(screen *ebiten.Image) error { func (e *env) Draw(screen *ebiten.Image) error {
return e.scenario.Draw(screen) if e.flow != nil {
return e.flow.Draw(screen)
} else {
return e.scenario.Draw(screen)
}
} }
func (e *env) changeOrigin(byX, byY int) func() { func (e *env) changeOrigin(byX, byY int) func() {

View File

@@ -102,18 +102,27 @@ func (m *Map) SpritesForCell(x, y, z int) ([]*Sprite, error) {
sprites = append(sprites, sprite) sprites = append(sprites, sprite)
} }
if chr := m.CharacterAt(x, y, z); chr != nil {
for _, chr := range m.raw.Characters { // Look up the correct animation, get the frame, boom
if chr.XPos == x && chr.YPos == y && z == 1 { // FIXME: sort out ZPos anim, err := m.assets.CharacterAnimation(chr.Type, data.AnimActionNone)
// Look up the correct animation, get the frame, boom if err != nil {
anim, err := m.assets.CharacterAnimation(chr.Type, data.AnimActionNone) return nil, err
if err != nil {
return nil, err
}
sprites = append(sprites, anim.Frames[0])
} }
sprites = append(sprites, anim.Frames[0])
} }
return sprites, nil return sprites, nil
} }
func (m *Map) CharacterAt(x, y, z int) *maps.Character {
// FIXME: don't iterate
for i, _ := range m.raw.Characters {
chr := &m.raw.Characters[i]
if chr.XPos == x && chr.YPos == y && z == 1 { // FIXME: sort out ZPos
return chr
}
}
return nil
}

View File

@@ -92,6 +92,11 @@ func New(assets *assetstore.AssetStore, config *config.Config, ship *ship.Ship)
return out, out.exit return out, out.exit
} }
func (f *Flow) SetScenario(scenario *scenario.Scenario) {
f.current = f.drivers[mainGame]
f.scenario = scenario
}
func (f *Flow) Update(screenX, screenY int) error { func (f *Flow) Update(screenX, screenY int) error {
if f.exit != nil { if f.exit != nil {
return f.exit return f.exit

View File

@@ -16,7 +16,7 @@ func (f *Flow) linkMainGame() {
}) })
// 8: Character stats // 8: Character stats
f.onClick(mainGame, "8.21", func() { // Stat more buttont f.onClick(mainGame, "8.21", func() { // Stat more buttons
f.setActiveNow(mainGame, "7", true) f.setActiveNow(mainGame, "7", true)
f.setActiveNow(mainGame, "8", false) f.setActiveNow(mainGame, "8", false)
}) })

View File

@@ -2,7 +2,6 @@
package scenario package scenario
import ( import (
"fmt"
"image" "image"
"code.ur.gs/lupine/ordoor/internal/assetstore" "code.ur.gs/lupine/ordoor/internal/assetstore"
@@ -36,9 +35,9 @@ func NewScenario(assets *assetstore.AssetStore, name string) (*Scenario, error)
} }
// Eager load sprites. TODO: do we really want to do this? // Eager load sprites. TODO: do we really want to do this?
if err := area.LoadSprites(); err != nil { //if err := area.LoadSprites(); err != nil {
return nil, fmt.Errorf("Eager-loading sprites failed: %v", err) // return nil, fmt.Errorf("Eager-loading sprites failed: %v", err)
} //}
out := &Scenario{ out := &Scenario{
area: area, area: area,