fixes:
- fixed bumpedge test for obstacles - fixed obstacle crash when going to the south or east - added wasm builder
This commit is contained in:
@@ -23,6 +23,7 @@ type Level struct {
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World *ecs.World
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Name string
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Description string
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Number int
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Mapslice Map
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BackupMapslice Map
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GridContainer *grid.GridContainer
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@@ -65,6 +66,7 @@ func NewLevel(game *Game, cellsize int, plan *ldtkgo.Level) *Level {
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Width: game.ScreenWidth,
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Height: game.ScreenHeight,
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Description: plan.PropertyByIdentifier("description").AsString(),
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Number: plan.PropertyByIdentifier("level").AsInt(),
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Name: strings.ReplaceAll(plan.Identifier, "_", " "),
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GridContainer: gridcontainer,
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Systems: systemlist,
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@@ -88,10 +88,10 @@ func (scene *PopupScene) SetupUI() {
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scene.SetNext(Menu)
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})
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buttonOptions := gameui.NewMenuButton("Options", *assets.FontRenderer.FontNormal,
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func(args *widget.ButtonClickedEventArgs) {
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scene.SetNext(Settings)
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})
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// buttonOptions := gameui.NewMenuButton("Options", *assets.FontRenderer.FontNormal,
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// func(args *widget.ButtonClickedEventArgs) {
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// scene.SetNext(Settings)
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// })
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label := widget.NewText(
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widget.TextOpts.Text("Menu", *assets.FontRenderer.FontBig, blue),
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@@ -101,7 +101,7 @@ func (scene *PopupScene) SetupUI() {
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rowContainer.AddChild(label)
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rowContainer.AddChild(buttonContinue)
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rowContainer.AddChild(buttonAbort)
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rowContainer.AddChild(buttonOptions)
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//rowContainer.AddChild(buttonOptions)
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scene.Ui = &ebitenui.UI{
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Container: rowContainer.Container(),
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@@ -67,8 +67,9 @@ func (scene *SelectScene) Draw(screen *ebiten.Image) {
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}
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type LevelEntry struct {
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Id int
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Name string
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Id int
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Number int
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Name string
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}
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func (scene *SelectScene) SetupUI() {
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@@ -85,7 +86,7 @@ func (scene *SelectScene) SetupUI() {
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levels := make([]any, 0, len(scene.Game.Levels))
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for id := 0; id < len(scene.Game.Levels); id++ {
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levels = append(levels, LevelEntry{Id: id, Name: scene.Game.Levels[id].Name})
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levels = append(levels, LevelEntry{Id: id, Number: scene.Game.Levels[id].Number, Name: scene.Game.Levels[id].Name})
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}
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slog.Debug("levels", "levels", levels)
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@@ -140,7 +141,7 @@ func (scene *SelectScene) SetupUI() {
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}),
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// This required function returns the string displayed in the list
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widget.ListOpts.EntryLabelFunc(func(e interface{}) string {
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return fmt.Sprintf("%02d %s", e.(LevelEntry).Id, e.(LevelEntry).Name)
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return fmt.Sprintf("%02d %s", e.(LevelEntry).Number, e.(LevelEntry).Name)
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}),
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// Padding for each entry
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widget.ListOpts.EntryTextPadding(widget.NewInsetsSimple(5)),
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