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exitbutton.go
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exitbutton.go
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// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package misc
import (
"strings"
"github.com/divVerent/aaaaxy/internal/engine"
"github.com/divVerent/aaaaxy/internal/input"
"github.com/divVerent/aaaaxy/internal/level"
)
// ExitButton shows as Esc key or Start button depending on input device.
type ExitButton struct {
SwitchableSprite
}
func (s *ExitButton) Spawn(w *engine.World, sp *level.SpawnableProps, e *engine.Entity) error {
// Just a normal sprite.
if sp.Properties["fade_time"] == "" {
sp.Properties["fade_time"] = "10s"
}
if sp.Properties["no_flip"] == "" {
sp.Properties["no_flip"] = "x"
}
switch input.ExitButton() {
default: // case input.Escape:
sp.Properties["image"] = "esc.png"
case input.Backspace, input.Back:
sp.Properties["image"] = "backspace.png"
case input.Start:
sp.Properties["image"] = "start.png"
}
s.SwitchableSprite.Spawn(w, sp, e)
// Can turn off based on player abilities :)
if abilities := sp.Properties["ability"]; abilities != "" {
haveAll := true
for _, a := range strings.Split(abilities, " ") {
if !w.PlayerState.HasAbility(a) {
haveAll = false
break
}
}
if haveAll {
// Hide.
e.Alpha = 0.0
w.MutateContentsBool(e, level.AllContents, false)
s.Fadable.Alpha = 0.0
}
}
return nil
}
func init() {
engine.RegisterEntityType(&ExitButton{})
}