openquell/game/popup_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

104 lines
2.3 KiB
Go

package game
import (
"image/color"
"log/slog"
"openquell/assets"
"openquell/gameui"
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/widget"
"github.com/hajimehoshi/ebiten/v2"
)
type PopupScene struct {
Game *Game
Next SceneName
Whoami SceneName
UseCache bool
Ui *ebitenui.UI
}
func NewPopupScene(game *Game) Scene {
scene := &PopupScene{Whoami: Popup, Game: game, Next: Popup}
scene.SetupUI()
return scene
}
func (scene *PopupScene) GetNext() SceneName {
return scene.Next
}
func (scene *PopupScene) ResetNext() {
scene.Next = scene.Whoami
}
func (scene *PopupScene) SetNext(next SceneName) {
slog.Debug("select setnext", "next", next)
scene.Next = next
}
func (scene *PopupScene) SetLevel(level int) {}
func (scene *PopupScene) Clearscreen() bool {
// both level_scene AND the popup must not clear to get an actual popup
return false
}
func (scene *PopupScene) Update() error {
scene.Ui.Update()
return nil
}
func (scene *PopupScene) 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 *PopupScene) SetupUI() {
blue := color.RGBA{0, 255, 128, 255}
rowContainer := gameui.NewRowContainer(false)
buttonContinue := gameui.NewMenuButton("Continue", *assets.FontRenderer.FontNormal,
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Play)
})
buttonAbort := gameui.NewMenuButton("Abort", *assets.FontRenderer.FontNormal,
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Menu)
})
buttonOptions := gameui.NewMenuButton("Options", *assets.FontRenderer.FontNormal,
func(args *widget.ButtonClickedEventArgs) {
scene.SetNext(Settings)
})
label := widget.NewText(
widget.TextOpts.Text("Menu", *assets.FontRenderer.FontBig, blue),
widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
)
rowContainer.AddChild(label)
rowContainer.AddChild(buttonContinue)
rowContainer.AddChild(buttonAbort)
rowContainer.AddChild(buttonOptions)
scene.Ui = &ebitenui.UI{
Container: rowContainer.Container(),
}
}