added intermediate popup after win/loose, refresh level setup, fixes
This commit is contained in:
35
game/game.go
35
game/game.go
@@ -3,6 +3,7 @@ package game
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import (
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"fmt"
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"image"
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"log/slog"
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"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
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@@ -38,7 +39,7 @@ func NewGame(width, height, cellsize, startlevel int, startscene SceneName) *Gam
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game.Scenes[Menu] = NewMenuScene(game)
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game.Scenes[About] = NewAboutScene(game)
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game.Scenes[Popup] = NewPopupScene(game)
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game.Scenes[Play] = NewLevelScene(game, startlevel)
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//game.Scenes[Play] = NewLevelScene(game, startlevel)
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game.Scenes[Select] = NewSelectScene(game)
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game.CurrentScene = startscene
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@@ -56,13 +57,20 @@ func (game *Game) Update() error {
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gameobserver := observers.GetGameObserver(game.World)
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// handle level ends
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// FIXME: add a scene here, which asks: restart, next or abort
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timer := gameobserver.StopTimer
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if timer.IsReady() {
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// a level is either lost or won, we display a small popup
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// asking the user how to continue from here
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timer.Reset()
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gameobserver.CurrentLevel++
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gameobserver.Score++ // FIXME: use level.Score(), see TODO
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slog.Debug("timer ready", "lost", gameobserver.Lost, "retry", gameobserver.Retry)
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if !gameobserver.Lost {
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gameobserver.Score++ // FIXME: use level.Score(), see TODO
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}
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game.Scenes[Nextlevel] = NewNextlevelScene(game, gameobserver.Lost)
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game.CurrentScene = Nextlevel
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}
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scene := game.GetCurrentScene()
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@@ -76,8 +84,27 @@ func (game *Game) Update() error {
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next := scene.GetNext()
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if next != game.CurrentScene {
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if next == Play && game.CurrentScene == Nextlevel {
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// switched from nextlevel (lost or won) popup to play (either retry or next level)
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if !gameobserver.Retry {
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gameobserver.CurrentLevel++
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}
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gameobserver.Retry = false
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}
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if next == Play {
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// fresh setup of actual level every time we enter the play scene
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game.Scenes[Play] = NewLevelScene(game, gameobserver.CurrentLevel)
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}
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// make sure we stay on the selected scene
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scene.ResetNext()
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// finally switch
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game.CurrentScene = next
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// FIXME: add some reset function to gameobserver for these kinds of things
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gameobserver.Lost = false
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}
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timer.Update()
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@@ -30,6 +30,7 @@ type Level struct {
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func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
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gridsystem := systems.NewGridSystem(game.World, game.ScreenWidth,
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game.ScreenHeight, cellsize, plan.Background)
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playersystem := systems.NewPlayerSystem(game.World, gridsystem)
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return &Level{
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117
game/nextlevel_scene.go
Normal file
117
game/nextlevel_scene.go
Normal file
@@ -0,0 +1,117 @@
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package game
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import (
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"image/color"
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"log/slog"
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"openquell/assets"
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"openquell/gameui"
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"openquell/observers"
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"github.com/ebitenui/ebitenui"
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"github.com/ebitenui/ebitenui/widget"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type NextlevelScene struct {
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Game *Game
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Next SceneName
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Whoami SceneName
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UseCache bool
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Ui *ebitenui.UI
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Lost bool
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}
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func NewNextlevelScene(game *Game, lost bool) Scene {
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scene := &NextlevelScene{
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Whoami: Nextlevel,
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Game: game,
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Next: Nextlevel,
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Lost: lost,
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}
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scene.SetupUI()
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return scene
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}
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func (scene *NextlevelScene) GetNext() SceneName {
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return scene.Next
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}
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func (scene *NextlevelScene) ResetNext() {
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scene.Next = scene.Whoami
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}
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func (scene *NextlevelScene) SetNext(next SceneName) {
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slog.Debug("select setnext", "next", next)
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scene.Next = next
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}
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func (scene *NextlevelScene) Clearscreen() bool {
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// both level_scene AND the popup must not clear to get an actual popup
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return false
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}
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func (scene *NextlevelScene) Update() error {
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scene.Ui.Update()
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return nil
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}
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func (scene *NextlevelScene) Draw(screen *ebiten.Image) {
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background := assets.Assets["background-popup"]
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(
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float64((scene.Game.ScreenWidth/2)-(background.Bounds().Dx()/2)),
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float64((scene.Game.ScreenHeight/2)-(background.Bounds().Dy()/2)),
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)
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screen.DrawImage(assets.Assets["background-popup"], op)
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scene.Ui.Draw(screen)
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}
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func (scene *NextlevelScene) SetupUI() {
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blue := color.RGBA{0, 255, 128, 255}
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gameobserver := observers.GetGameObserver(scene.Game.World)
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rowContainer := gameui.NewRowContainer(false)
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labeltext := "Success"
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switch scene.Lost {
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case true:
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labeltext = "Failure"
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}
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buttonRetry := gameui.NewMenuButton("Retry", *assets.FontRenderer.FontNormal,
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func(args *widget.ButtonClickedEventArgs) {
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scene.SetNext(Play)
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gameobserver.Retry = true
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})
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buttonNext := gameui.NewMenuButton("Next Level", *assets.FontRenderer.FontNormal,
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func(args *widget.ButtonClickedEventArgs) {
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scene.SetNext(Play)
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gameobserver.Retry = false
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})
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buttonAbort := gameui.NewMenuButton("Abort", *assets.FontRenderer.FontNormal,
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func(args *widget.ButtonClickedEventArgs) {
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scene.SetNext(Menu)
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})
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label := widget.NewText(
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widget.TextOpts.Text(labeltext, *assets.FontRenderer.FontBig, blue),
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widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
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)
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rowContainer.AddChild(label)
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rowContainer.AddChild(buttonNext)
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rowContainer.AddChild(buttonRetry)
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rowContainer.AddChild(buttonAbort)
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scene.Ui = &ebitenui.UI{
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Container: rowContainer.Container(),
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}
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}
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@@ -5,13 +5,14 @@ import (
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)
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const (
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Welcome = iota // startup
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Menu // main top level menu
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Play // actual playing happens here
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About // about the game
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Settings // options
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Popup // in-game options
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Select // select which level to play
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Welcome = iota // startup
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Menu // main top level menu
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Play // actual playing happens here
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About // about the game
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Settings // options
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Popup // in-game options
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Select // select which level to play
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Nextlevel // displayed after loose or win
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)
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// Wrapper for different screens to be shown, as Welcome, Options,
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