openquell/game/nextlevel_scene.go
Thomas von Dein f696660ccd lotsa fixes:
- fixed obstacle collision and death on obstacle spike
- moved player move into separate loop after other collision checks
  are done
- fixed level setup, generation and selection
- added test levels for obstacles
2024-02-21 12:50:17 +01:00

120 lines
2.6 KiB
Go

package game
import (
"image/color"
"log/slog"
"openquell/assets"
"openquell/gameui"
"openquell/observers"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
)
type NextlevelScene struct {
Game *Game
Next SceneName
Whoami SceneName
UseCache bool
Ui *ebitenui.UI
Lost bool
}
func NewNextlevelScene(game *Game, lost bool) Scene {
scene := &NextlevelScene{
Whoami: Nextlevel,
Game: game,
Next: Nextlevel,
Lost: lost,
}
scene.SetupUI()
return scene
}
func (scene *NextlevelScene) GetNext() SceneName {
return scene.Next
}
func (scene *NextlevelScene) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *NextlevelScene) SetNext(next SceneName) {
slog.Debug("select setnext", "next", next)
scene.Next = next
}
func (scene *NextlevelScene) Clearscreen() bool {
// both level_scene AND the popup must not clear to get an actual popup
return false
}
func (scene *NextlevelScene) Update() error {
scene.Ui.Update()
return nil
}
func (scene *NextlevelScene) SetLevel(level int) {}
func (scene *NextlevelScene) Draw(screen *ebiten.Image) {
background := assets.Assets["background-popup"]
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(
float64((scene.Game.ScreenWidth/2)-(background.Bounds().Dx()/2)),
float64((scene.Game.ScreenHeight/2)-(background.Bounds().Dy()/2)),
)
screen.DrawImage(assets.Assets["background-popup"], op)
scene.Ui.Draw(screen)
}
func (scene *NextlevelScene) SetupUI() {
blue := color.RGBA{0, 255, 128, 255}
gameobserver := observers.GetGameObserver(scene.Game.World)
rowContainer := gameui.NewRowContainer(false)
labeltext := "Success"
switch scene.Lost {
case true:
labeltext = "Failure"
}
buttonRetry := gameui.NewMenuButton("Retry", *assets.FontRenderer.FontNormal,
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Play)
gameobserver.Retry = true
})
buttonNext := gameui.NewMenuButton("Next Level", *assets.FontRenderer.FontNormal,
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Play)
gameobserver.Retry = false
})
buttonAbort := gameui.NewMenuButton("Abort", *assets.FontRenderer.FontNormal,
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Menu)
})
label := widget.NewText(
widget.TextOpts.Text(labeltext, *assets.FontRenderer.FontBig, blue),
widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
)
rowContainer.AddChild(label)
rowContainer.AddChild(buttonNext)
rowContainer.AddChild(buttonRetry)
rowContainer.AddChild(buttonAbort)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}