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menu.go
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menu.go
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package menu
import (
"encoding/json"
"image/color"
"io/ioutil"
"os"
"path/filepath"
"strconv"
"time"
"github.com/oakmound/lowrez17/game/sfx"
"github.com/oakmound/oak"
"github.com/oakmound/oak/collision"
"github.com/oakmound/oak/dlog"
"github.com/oakmound/oak/event"
"github.com/oakmound/oak/render"
)
var (
currentLevel = 0
sceneContinue = true
nextScene = "menu"
levelData = ""
stats *LevelStorage
)
func StartScene(_ string, levelData interface{}) {
if levelData == nil {
title := render.LoadSprite(filepath.Join("raw", "titlecard.png"))
render.Draw(title, titleLayer)
event.GlobalBind(func(int, interface{}) int {
title.UnDraw()
return event.UnbindSingle
}, "KeyUpSpacebar")
}
initLetters()
sfx.InitAudio()
sfx.Audios["fantastic_muted"].Play()
if stats == nil {
stats = &LevelStorage{}
f, err := os.Open("save.json")
if err == nil {
defer f.Close()
err = json.NewDecoder(f).Decode(stats)
if err != nil {
dlog.Error(err)
}
} else {
dlog.Error(err)
}
}
if levelData != nil {
sData := levelData.(LevelStats)
sData.CalculateScore()
oldScore := stats.Stats[sData.Level].Score
if oldScore <= 0 || oldScore > sData.Score {
stats.Stats[sData.Level] = sData
}
currentLevel = (sData.Level + 1) % 6
} else {
// Set current level based on which levels have been completed already
if stats.Stats[4].Score > 0 {
currentLevel = 0 // Endurance?
} else if stats.Stats[3].Score > 0 {
currentLevel = 4
} else if stats.Stats[2].Score > 0 {
currentLevel = 3
} else if stats.Stats[1].Score > 0 {
currentLevel = 2
} else if stats.Stats[0].Score > 0 {
currentLevel = 1
}
}
currentLevel = 4
placeBody(currentLevel)
jsonData, err := json.Marshal(stats)
if err != nil {
dlog.Error(err)
} else {
ioutil.WriteFile("save.json", jsonData, os.ModeType)
}
p := NewPlayer()
p.SetPos(53, 34)
nextScene = "menu"
// Create blocking zones
// walls
collision.Add(collision.NewLabeledSpace(-2, -2, 2, 66, blocking))
collision.Add(collision.NewLabeledSpace(-2, -2, 28, 19, blocking))
collision.Add(collision.NewLabeledSpace(38, -2, 28, 19, blocking))
collision.Add(collision.NewLabeledSpace(-2, 64, 64, 2, blocking))
collision.Add(collision.NewLabeledSpace(64, -66, 2, 128, blocking))
collision.Add(collision.NewLabeledSpace(64, 0, 64, 35, blocking))
collision.Add(collision.NewLabeledSpace(126, 0, 2, 64, blocking))
collision.Add(collision.NewLabeledSpace(64, 60, 30, 2, blocking))
collision.Add(collision.NewLabeledSpace(102, 60, 30, 2, blocking))
// not walls
collision.Add(collision.NewLabeledSpace(0, 17, 14, 22, blocking))
collision.Add(collision.NewLabeledSpace(43, 17, 20, 17, blocking))
// Create zones that lead to levels, menu
collision.Add(collision.NewLabeledSpace(50, 35, 10, 2, wasd))
collision.Add(collision.NewLabeledSpace(6, 45, 5, 2, tutorial))
// Next level zone
collision.Add(collision.NewLabeledSpace(19, 35, 27, 10, nextLevel))
collision.Add(collision.NewLabeledSpace(21, 37, 23, 6, blocking))
// Add level specific zones if those levels have been cleared before
w := 8
h := 4
y2 := 28.0
var cb render.Renderable
if stats.Stats[0].Score > 0 {
cb = render.NewColorBox(w, h, color.RGBA{0, 0, 128, 128})
cb.SetPos(68, y2)
render.Draw(cb, entityLayer)
collision.Add(collision.NewLabeledSpace(68, 40, 6, 2, level1))
}
if stats.Stats[1].Score > 0 {
cb = render.NewColorBox(w, h, color.RGBA{128, 96, 0, 128})
cb.SetPos(80, y2)
render.Draw(cb, entityLayer)
collision.Add(collision.NewLabeledSpace(80, 40, 6, 2, level2))
}
if stats.Stats[2].Score > 0 {
cb = render.NewColorBox(w, h, color.RGBA{128, 0, 96, 128})
cb.SetPos(92, y2)
render.Draw(cb, entityLayer)
collision.Add(collision.NewLabeledSpace(92, 40, 6, 2, level3))
}
if stats.Stats[3].Score > 0 {
cb = render.NewColorBox(w, h, color.RGBA{0, 0, 0, 128})
cb.SetPos(104, y2)
render.Draw(cb, entityLayer)
collision.Add(collision.NewLabeledSpace(104, 40, 6, 2, level4))
}
if stats.Stats[4].Score > 0 {
cb = render.NewColorBox(w, h, color.RGBA{128, 128, 0, 128})
cb.SetPos(116, y2)
render.Draw(cb, entityLayer)
collision.Add(collision.NewLabeledSpace(116, 40, 6, 2, level5))
}
// door to morgue
collision.Add(collision.NewLabeledSpace(26, 15, 12, 2, door))
// door back
collision.Add(collision.NewLabeledSpace(26+64, 60, 10, 2, doorBack))
// Background
render.Draw(render.LoadSprite(filepath.Join("raw", "toplayer.png")), backgroundLayer)
morgue := render.LoadSprite(filepath.Join("raw", "morgue.png"))
morgue.SetPos(64, 0)
render.Draw(morgue, backgroundLayer)
}
func LoopScene() bool {
return sceneContinue
}
func EndScene() (string, *oak.SceneResult) {
sfx.Audios["fantastic_muted"].Stop()
go func() {
sfx.Audios["Shrink"].Play()
sfx.Audios["Shrink"].Play()
time.Sleep(sfx.Audios["Shrink"].PlayLength())
sfx.Audios["Shrink"].Play()
sfx.Audios["Shrink3"].Play()
time.Sleep(sfx.Audios["Shrink3"].PlayLength())
sfx.Audios["Shrink2"].Play()
sfx.Audios["Shrink"].Play()
}()
sceneContinue = true
return nextScene, &oak.SceneResult{
NextSceneInput: levelData,
Transition: oak.TransitionZoom(.51, .67, 50, .0045),
}
}
func placeBody(level int) {
var y int
switch level {
case 0:
case 1:
y = 2
case 2:
y = 4
case 3:
y = 1
case 4:
y = 3
}
sh := render.GetSheet(filepath.Join("32x16", "topbodies.png"))
s := sh[0][y].Copy()
s.SetPos(15, 33)
render.Draw(s, entityLayer)
}
var letters = map[rune]render.Modifiable{}
func initLetters() {
frameRate := 1.5
sh := render.GetSheet(filepath.Join("5x7", "letters.png"))
runeMap := map[rune]int{
'e': 0,
'w': 1,
'a': 2,
's': 3,
'd': 4,
}
for r, col := range runeMap {
letters[r] = render.NewSequence([]render.Modifiable{sh[0][col], sh[1][col]}, frameRate)
}
}
const (
blocking collision.Label = iota
nextLevel
// morgue labels
level1
level2
level3
level4
level5
endurance
// other places
settings
tutorial
wasd
door
doorBack
/// ...
)
var (
tutorialR render.Renderable
)
func triggerInteractive(id int, label interface{}) int {
p := event.CID(id).E().(*Player)
switch label.(collision.Label) {
case tutorial:
tutorialR = render.LoadSprite(filepath.Join("raw", "tutorial.png"))
render.Draw(tutorialR, titleLayer)
case level1:
levelData = "level1"
setLevelInteracts(p)
case level2:
levelData = "level2"
setLevelInteracts(p)
case level3:
levelData = "level3"
setLevelInteracts(p)
case level4:
levelData = "level4"
setLevelInteracts(p)
case level5:
levelData = "level5"
setLevelInteracts(p)
case endurance:
// Todo: this isn't placed, could make it "level6"
levelData = "endurance"
case nextLevel:
levelData = "level" + strconv.Itoa((currentLevel+1)%6)
// Todo: don't try to go to level6, reset to 0
setLevelInteracts(p)
case wasd:
w, a, s, d := letters['w'], letters['a'], letters['s'], letters['d']
w.SetPos(0, -7)
a.SetPos(-5, 0)
d.SetPos(5, 0)
p.interactR = render.NewComposite([]render.Modifiable{w, a, s, d})
p.interactR.SetPos(p.X()-1, p.Y()-8)
render.Draw(p.interactR, uiLayer)
case door:
p.SetPos(96, 43)
oak.SetScreen(64, 0)
case doorBack:
p.SetPos(32, 20)
oak.SetScreen(0, 0)
}
return 0
}
func setLevelInteracts(p *Player) {
var err error
p.interactR = letters['e']
// I tried using attachment here, it was bugged?
p.interactR.SetPos(p.X()-1, p.Y()-8)
if err != nil {
dlog.Error(err)
}
render.Draw(p.interactR, uiLayer)
p.interactFn = func() {
if levelData != "" {
nextScene = "level"
sceneContinue = false
}
}
}
func unbindInteractive(id int, label interface{}) int {
p := event.CID(id).E().(*Player)
if label.(collision.Label) != blocking {
if tutorialR != nil && tutorialR.GetLayer() != render.Undraw {
tutorialR.UnDraw()
}
p.Vector = p.Vector.Detach()
p.interactFn = nil
p.interactR.UnDraw()
levelData = ""
}
return 0
}