added MinMoves to lvl files, added score system in game observer
This commit is contained in:
34
game/game.go
34
game/game.go
@@ -18,7 +18,7 @@ type Game struct {
|
||||
Scenes map[SceneName]Scene
|
||||
CurrentScene SceneName
|
||||
Observer *observers.GameObserver
|
||||
//Levels []*Level // fed in LevelScene.GenerateLevels()
|
||||
Levels []*Level // fed in LevelScene.GenerateLevels()
|
||||
Config *config.Config
|
||||
}
|
||||
|
||||
@@ -35,6 +35,9 @@ func NewGame(width, height, cellsize int, cfg *config.Config, startscene SceneNa
|
||||
Config: cfg,
|
||||
}
|
||||
|
||||
game.Observer = observers.NewGameObserver(
|
||||
&world, cfg.Startlevel, width, height, cellsize)
|
||||
|
||||
game.Scenes[Welcome] = NewWelcomeScene(game)
|
||||
game.Scenes[Menu] = NewMenuScene(game)
|
||||
game.Scenes[About] = NewAboutScene(game)
|
||||
@@ -44,9 +47,6 @@ func NewGame(width, height, cellsize int, cfg *config.Config, startscene SceneNa
|
||||
|
||||
game.CurrentScene = startscene
|
||||
|
||||
game.Observer = observers.NewGameObserver(
|
||||
&world, cfg.Startlevel, len(game.Levels), width, height, cellsize)
|
||||
|
||||
fmt.Println(game.World.Stats().String())
|
||||
|
||||
return game
|
||||
@@ -57,24 +57,18 @@ func (game *Game) GetCurrentScene() Scene {
|
||||
}
|
||||
|
||||
func (game *Game) Update() error {
|
||||
gameobserver := observers.GetGameObserver(game.World)
|
||||
|
||||
// handle level ends
|
||||
timer := gameobserver.StopTimer
|
||||
timer := game.Observer.StopTimer
|
||||
|
||||
if timer.IsReady() {
|
||||
// a level is either lost or won, we display a small popup
|
||||
// asking the user how to continue from here
|
||||
timer.Reset()
|
||||
|
||||
slog.Debug("timer ready", "lost", gameobserver.Lost, "retry", gameobserver.Retry)
|
||||
if !gameobserver.Lost {
|
||||
level := // current level?
|
||||
score := ((level.MinMoves * 100) / gameobserver.Moves) / 30
|
||||
gameobserver.AddScore()
|
||||
}
|
||||
slog.Debug("timer ready", "lost", game.Observer.Lost, "retry", game.Observer.Retry)
|
||||
game.Observer.AddScore()
|
||||
|
||||
game.Scenes[Nextlevel] = NewNextlevelScene(game, gameobserver.Lost)
|
||||
game.Scenes[Nextlevel] = NewNextlevelScene(game)
|
||||
game.CurrentScene = Nextlevel
|
||||
}
|
||||
|
||||
@@ -91,15 +85,15 @@ func (game *Game) Update() error {
|
||||
if next != game.CurrentScene {
|
||||
if next == Play && game.CurrentScene == Nextlevel {
|
||||
// switched from nextlevel (lost or won) popup to play (either retry or next level)
|
||||
if !gameobserver.Retry {
|
||||
gameobserver.CurrentLevel++
|
||||
if !game.Observer.Retry {
|
||||
game.Observer.CurrentLevel++
|
||||
}
|
||||
gameobserver.Retry = false
|
||||
game.Observer.Retry = false
|
||||
}
|
||||
|
||||
if next == Play {
|
||||
// fresh setup of actual level every time we enter the play scene
|
||||
game.Scenes[Play].SetLevel(gameobserver.CurrentLevel)
|
||||
game.Scenes[Play].SetLevel(game.Observer.CurrentLevel)
|
||||
}
|
||||
|
||||
// make sure we stay on the selected scene
|
||||
@@ -108,8 +102,8 @@ func (game *Game) Update() error {
|
||||
// finally switch
|
||||
game.CurrentScene = next
|
||||
|
||||
// FIXME: add some reset function to gameobserver for these kinds of things
|
||||
gameobserver.Lost = false
|
||||
// FIXME: add some reset function to game.Observer for these kinds of things
|
||||
game.Observer.Lost = false
|
||||
}
|
||||
|
||||
timer.Update()
|
||||
|
||||
@@ -3,7 +3,6 @@ package game
|
||||
import (
|
||||
"log/slog"
|
||||
"openquell/assets"
|
||||
"openquell/observers"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
@@ -34,9 +33,8 @@ func (scene *LevelScene) GenerateLevels(game *Game) {
|
||||
min = append(min, level.MinMoves)
|
||||
}
|
||||
|
||||
observer := observers.GetGameObserver(scene.Game.World)
|
||||
observer.SetupLevelScore(min)
|
||||
//scene.Game.Levels = scene.Levels
|
||||
scene.Game.Observer.SetupLevelScore(min)
|
||||
scene.Game.Levels = scene.Levels
|
||||
}
|
||||
|
||||
func (scene *LevelScene) SetLevel(level int) {
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"image/color"
|
||||
"log/slog"
|
||||
"openquell/assets"
|
||||
@@ -22,12 +23,11 @@ type NextlevelScene struct {
|
||||
Lost bool
|
||||
}
|
||||
|
||||
func NewNextlevelScene(game *Game, lost bool) Scene {
|
||||
func NewNextlevelScene(game *Game) Scene {
|
||||
scene := &NextlevelScene{
|
||||
Whoami: Nextlevel,
|
||||
Game: game,
|
||||
Next: Nextlevel,
|
||||
Lost: lost,
|
||||
}
|
||||
|
||||
scene.SetupUI()
|
||||
@@ -61,7 +61,7 @@ func (scene *NextlevelScene) Update() error {
|
||||
func (scene *NextlevelScene) SetLevel(level int) {}
|
||||
|
||||
func (scene *NextlevelScene) Draw(screen *ebiten.Image) {
|
||||
background := assets.Assets["background-popup"]
|
||||
background := assets.Assets["background-popup-wide"]
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(
|
||||
@@ -69,33 +69,33 @@ func (scene *NextlevelScene) Draw(screen *ebiten.Image) {
|
||||
float64((scene.Game.ScreenHeight/2)-(background.Bounds().Dy()/2)),
|
||||
)
|
||||
|
||||
screen.DrawImage(assets.Assets["background-popup"], op)
|
||||
screen.DrawImage(background, op)
|
||||
|
||||
scene.Ui.Draw(screen)
|
||||
}
|
||||
|
||||
func (scene *NextlevelScene) SetupUI() {
|
||||
blue := color.RGBA{0, 255, 128, 255}
|
||||
gameobserver := observers.GetGameObserver(scene.Game.World)
|
||||
observer := observers.GetGameObserver(scene.Game.World)
|
||||
|
||||
rowContainer := gameui.NewRowContainer(false)
|
||||
labeltext := "Success"
|
||||
labeltext := fmt.Sprintf("Great! (Score: %d)", observer.GetLevelScore())
|
||||
|
||||
switch scene.Lost {
|
||||
switch observer.Lost {
|
||||
case true:
|
||||
labeltext = "Failure"
|
||||
labeltext = "Too bad!"
|
||||
}
|
||||
|
||||
buttonRetry := gameui.NewMenuButton("Retry", *assets.FontRenderer.FontNormal,
|
||||
func(args *widget.ButtonClickedEventArgs) {
|
||||
scene.SetNext(Play)
|
||||
gameobserver.Retry = true
|
||||
observer.Retry = true
|
||||
})
|
||||
|
||||
buttonNext := gameui.NewMenuButton("Next Level", *assets.FontRenderer.FontNormal,
|
||||
func(args *widget.ButtonClickedEventArgs) {
|
||||
scene.SetNext(Play)
|
||||
gameobserver.Retry = false
|
||||
observer.Retry = false
|
||||
})
|
||||
|
||||
buttonAbort := gameui.NewMenuButton("Abort", *assets.FontRenderer.FontNormal,
|
||||
@@ -104,7 +104,7 @@ func (scene *NextlevelScene) SetupUI() {
|
||||
})
|
||||
|
||||
label := widget.NewText(
|
||||
widget.TextOpts.Text(labeltext, *assets.FontRenderer.FontBig, blue),
|
||||
widget.TextOpts.Text(labeltext, *assets.FontRenderer.FontNormal, blue),
|
||||
widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
|
||||
)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user