Added game mechanic to buy/plant flowers.

This commit is contained in:
Sander Schobers 2020-05-10 20:44:20 +02:00
parent cd5ca3f04f
commit 243e204f48
12 changed files with 281 additions and 49 deletions

View File

@ -10,22 +10,26 @@ import (
type BuyFlowerButton struct {
IconButton
FlowerID string
Name string
Price int
Description string
IsActive bool
hoverAnimation *Animation
hoverOffset int32
hoverTexture *Texture
priceTexture *Texture
}
func NewBuyFlowerButton(icon, iconDisabled, name string, price int, description string, isDisabled bool, onClick EventFn) *BuyFlowerButton {
func NewBuyFlowerButton(icon, iconDisabled, flowerID, name string, price int, description string, isDisabled bool, onClick EventContextFn) *BuyFlowerButton {
return &BuyFlowerButton{
IconButton: *NewIconButtonConfig(icon, onClick, func(b *IconButton) {
b.IconDisabled = iconDisabled
b.IsDisabled = isDisabled
}),
FlowerID: flowerID,
Name: name,
Price: price,
Description: description,
@ -72,7 +76,7 @@ func (b *BuyFlowerButton) Render(ctx *Context) {
pos := Pt(b.Bounds.X, b.Bounds.Y)
iconTexture.CopyResize(ctx.Renderer, RectSize(pos.X, pos.Y-40, buttonBarWidth, 120))
if b.IsMouseOver && !b.IsDisabled {
if (b.IsMouseOver && !b.IsDisabled) || b.IsActive {
mouseOverTexture.Copy(ctx.Renderer, pos)
}

View File

@ -93,7 +93,7 @@ func run() error {
content := tins2020.NewContainer()
app.AddChild(content)
app.AddChild(overlays)
content.AddChild(tins2020.NewTerrainRenderer(game.Terrain))
content.AddChild(tins2020.NewTerrainRenderer(game))
err = app.Init(ctx)
if err != nil {
return err
@ -118,11 +118,6 @@ func run() error {
app.Arrange(ctx, tins2020.Rect(0, 0, w, h))
ctx.Settings.Window.Size = tins2020.PtPtr(w, h)
}
case *sdl.KeyboardEvent:
switch e.Keysym.Sym {
case sdl.K_ESCAPE:
ctx.Quit()
}
}
app.Handle(ctx, event)
}

View File

@ -9,11 +9,13 @@ type Control interface {
Render(*Context)
}
type EventFn func(*Context)
type EventContextFn func(*Context)
type EmptyEventFn func()
type EventFn func()
func EmptyEvent(fn EmptyEventFn) EventFn {
type EventInterfaceFn func(interface{})
func EmptyEvent(fn EventFn) EventContextFn {
return func(*Context) { fn() }
}
@ -22,7 +24,7 @@ type ControlBase struct {
IsMouseOver bool
OnLeftMouseButtonClick EventFn
OnLeftMouseButtonClick EventContextFn
}
func (b *ControlBase) Arrange(ctx *Context, bounds Rectangle) { b.Bounds = bounds }
@ -40,7 +42,7 @@ func (b *ControlBase) Handle(ctx *Context, event sdl.Event) {
}
}
func (b *ControlBase) Invoke(ctx *Context, fn EventFn) {
func (b *ControlBase) Invoke(ctx *Context, fn EventContextFn) {
if fn == nil {
return
}

33
eventhandler.go Normal file
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@ -0,0 +1,33 @@
package tins2020
func NewEvents() *Events {
return &Events{events: map[int]EventInterfaceFn{}}
}
type Events struct {
nextID int
events map[int]EventInterfaceFn
}
type EventHandler interface {
Register(EventFn) int
RegisterItf(EventInterfaceFn) int
Unregister(int)
}
func (h *Events) Notify(state interface{}) {
for _, event := range h.events {
event(state)
}
}
func (h *Events) Register(fn EventFn) int { return h.RegisterItf(func(interface{}) { fn() }) }
func (h *Events) RegisterItf(fn EventInterfaceFn) int {
id := h.nextID
h.nextID++
h.events[id] = fn
return id
}
func (h *Events) Unregister(id int) { delete(h.events, id) }

72
game.go
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@ -1,6 +1,7 @@
package tins2020
import (
"log"
"math/rand"
"time"
)
@ -8,8 +9,12 @@ import (
type Game struct {
Balance int
Speed GameSpeed
SpeedBeforePause GameSpeed
Herbarium Herbarium
Terrain *Map
tool Tool
toolChanged *Events
simulation Animation
}
@ -56,16 +61,31 @@ func NewGame() *Game {
PlaceY: NewRandomNoiseMap(rand.Int63()),
Flowers: map[Point]Flower{},
}
terrain.AddFlower(Pt(0, 0), NewPoppyTraits())
herbarium := NewHerbarium()
herbarium.Add("poppy", FlowerDescriptor{
Name: "Poppy",
Description: "A very generic flower that thrives in a moderate climate.",
IconTemplate: "flower-poppy-%s",
Price: 10,
Traits: NewPoppyTraits(),
Unlocked: true,
})
return &Game{
Speed: GameSpeedNormal,
Balance: 100,
Terrain: terrain,
Herbarium: herbarium,
toolChanged: NewEvents(),
simulation: NewAnimation(time.Millisecond * 10),
}
}
func (g *Game) selectTool(t Tool) {
g.tool = t
g.toolChanged.Notify(t)
}
func (g *Game) tick() {
randomNeighbor := func(pos Point) Point {
switch rand.Intn(4) {
@ -97,11 +117,46 @@ func (g *Game) tick() {
g.Terrain.Flowers = flowers
}
func (g *Game) CancelTool() {
g.selectTool(nil)
}
func (g *Game) Dig(tile Point) {
// TODO: implement
}
func (g *Game) Pause() {
if g.Speed == GameSpeedPaused {
return
}
g.SpeedBeforePause = g.Speed
g.Speed = GameSpeedPaused
g.simulation.Pause()
}
func (g *Game) PlantFlower(id string, tile Point) {
flower, ok := g.Herbarium.Find(id)
if !ok {
log.Println("user was able to plant a flower that doesn't exist")
return
}
if flower.Price > g.Balance {
// TODO: notify user of insufficient balance?
return
}
g.Balance -= flower.Price
g.Terrain.AddFlower(tile, flower.Traits)
}
func (g *Game) Resume() {
switch g.SpeedBeforePause {
case GameSpeedNormal:
g.Run()
case GameSpeedFast:
g.RunFast()
}
}
func (g *Game) Run() {
g.Speed = GameSpeedNormal
g.simulation.SetInterval(simulationInterval)
@ -114,8 +169,23 @@ func (g *Game) RunFast() {
g.simulation.Run()
}
func (g *Game) SelectPlantFlowerTool(id string) {
g.selectTool(&PlantFlowerTool{FlowerID: id})
}
func (g *Game) Tool() Tool { return g.tool }
func (g *Game) ToolChanged() EventHandler { return g.toolChanged }
func (g *Game) Update() {
for g.simulation.Animate() {
g.tick()
}
}
func (g *Game) UserClickedTile(pos Point) {
if g.tool == nil {
return
}
g.tool.ClickedTile(g, pos)
}

View File

@ -18,6 +18,34 @@ func NewGameControls(game *Game) *GameControls {
return &GameControls{game: game}
}
func (c *GameControls) createBuyFlowerButton(id string) *BuyFlowerButton {
flower, _ := c.game.Herbarium.Find(id)
return NewBuyFlowerButton(
flower.IconTemplate.Variant(1),
flower.IconTemplate.Disabled(),
id,
flower.Name,
flower.Price,
flower.Description,
!flower.Unlocked,
EmptyEvent(func() {
c.game.SelectPlantFlowerTool(id)
}),
)
}
func (c *GameControls) toolChanged(state interface{}) {
tool, _ := state.(Tool)
var flowerID string
if tool, ok := tool.(*PlantFlowerTool); ok {
flowerID = tool.FlowerID
}
for _, control := range c.flowers.Buttons {
button := control.(*BuyFlowerButton)
button.IsActive = button.FlowerID == flowerID
}
}
func (c *GameControls) updateSpeedControls() {
disable := func(b *IconButton, speed GameSpeed) {
b.IsDisabled = speed == c.game.Speed
@ -34,15 +62,13 @@ func (c *GameControls) Arrange(ctx *Context, bounds Rectangle) {
c.flowers.Arrange(ctx, RectSize(bounds.Right()-buttonBarWidth, bounds.Y, buttonBarWidth, bounds.H))
}
func (c *GameControls) buyPoppy(ctx *Context) {
c.game.Balance -= 10
}
func (c *GameControls) Init(ctx *Context) error {
c.game.ToolChanged().RegisterItf(c.toolChanged)
c.flowers.Background = MustHexColor("#356dad") // brown alternative? #4ac69a
c.flowers.Buttons = []Control{
NewBuyFlowerButton("flower-poppy-1", "flower-poppy-disabled", "Poppy", 10, "A very generic flower that thrives in a moderate climate.", false, c.buyPoppy),
NewBuyFlowerButton("flower-red-c-1", "flower-poppy-disabled", "Unknown", 100, "Traits are not known yet.", true, nil),
for _, id := range c.game.Herbarium.Flowers() {
c.flowers.Buttons = append(c.flowers.Buttons, c.createBuyFlowerButton(id))
}
c.top.Orientation = OrientationHorizontal

44
herbarium.go Normal file
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@ -0,0 +1,44 @@
package tins2020
import (
"fmt"
"strconv"
)
type Herbarium struct {
flowers map[string]FlowerDescriptor
order []string
}
func NewHerbarium() Herbarium {
return Herbarium{map[string]FlowerDescriptor{}, nil}
}
type FlowerDescriptor struct {
Name string
Description string
Price int
Unlocked bool
IconTemplate IconTemplate
Traits FlowerTraits
}
type IconTemplate string
func (t IconTemplate) Disabled() string { return t.Fmt("disabled") }
func (t IconTemplate) Fmt(s string) string { return fmt.Sprintf(string(t), s) }
func (t IconTemplate) Variant(i int) string { return t.Fmt(strconv.Itoa(i)) }
func (h *Herbarium) Add(id string, desc FlowerDescriptor) {
h.flowers[id] = desc
h.order = append(h.order, id)
}
func (h *Herbarium) Find(id string) (FlowerDescriptor, bool) {
flower, ok := h.flowers[id]
return flower, ok
}
func (h *Herbarium) Flowers() []string { return h.order }

View File

@ -18,7 +18,7 @@ const (
ScaleStretch
)
func NewIconButton(icon string, onClick EventFn) *IconButton {
func NewIconButton(icon string, onClick EventContextFn) *IconButton {
return &IconButton{
ControlBase: ControlBase{
OnLeftMouseButtonClick: onClick,
@ -27,7 +27,7 @@ func NewIconButton(icon string, onClick EventFn) *IconButton {
}
}
func NewIconButtonConfig(icon string, onClick EventFn, configure func(*IconButton)) *IconButton {
func NewIconButtonConfig(icon string, onClick EventContextFn, configure func(*IconButton)) *IconButton {
button := NewIconButton(icon, onClick)
configure(button)
return button

View File

@ -10,6 +10,8 @@ func (p Point) Add(q Point) Point { return Pt(p.X+q.X, p.Y+q.Y) }
func (p Point) In(r Rectangle) bool { return r.IsPointInsidePt(p) }
func (p Point) Sub(q Point) Point { return Pt(p.X-q.X, p.Y-q.Y) }
func (p Point) ToPtF() PointF { return PtF(float32(p.X), float32(p.Y)) }
type PointF struct {

View File

@ -39,6 +39,11 @@ func (p *projection) screenToMap(x, y int32) PointF {
return p.center.Add(pos)
}
func (p *projection) screenToMapInt(x, y int32) Point {
pos := p.screenToMap(x, y)
return Pt(int32(Round32(pos.X)), int32(Round32(pos.Y)))
}
func (p *projection) screenToMapRel(x, y int32) PointF {
normX := p.zoomInv * float32(x)
normY := p.zoomInv * float32(y)

View File

@ -7,21 +7,39 @@ import (
)
type terrainRenderer struct {
game *Game
terrain *Map
hover *Point
project projection
interact interaction
drag Drageable
}
type interaction struct {
mousePos Point
mouseLeftDown bool
mouseDrag *Point
type Drageable struct {
start *Point
dragged bool
}
func NewTerrainRenderer(terrain *Map) Control {
return &terrainRenderer{terrain: terrain, project: newProjection()}
func (d *Drageable) Cancel() { d.start = nil }
func (d *Drageable) IsDragging() bool { return d.start != nil }
func (d *Drageable) HasDragged() bool { return d.dragged }
func (d *Drageable) Move(p Point) Point {
delta := p.Sub(*d.start)
d.start = &p
d.dragged = true
return delta
}
func (d *Drageable) Start(p Point) {
d.start = &p
d.dragged = false
}
func NewTerrainRenderer(game *Game) Control {
return &terrainRenderer{game: game, terrain: game.Terrain, project: newProjection()}
}
func (r *terrainRenderer) Arrange(ctx *Context, _ Rectangle) {
@ -37,26 +55,35 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
switch e := event.(type) {
case *sdl.MouseButtonEvent:
if r.project.windowInteractRect.IsPointInside(e.X, e.Y) {
if e.Button == sdl.BUTTON_LEFT {
r.interact.mouseLeftDown = e.Type == sdl.MOUSEBUTTONDOWN
if r.interact.mouseLeftDown && r.interact.mouseDrag == nil {
r.interact.mouseDrag = PtPtr(e.X, e.Y)
} else if !r.interact.mouseLeftDown && r.interact.mouseDrag != nil {
r.interact.mouseDrag = nil
switch e.Button {
case sdl.BUTTON_LEFT:
down := e.Type == sdl.MOUSEBUTTONDOWN
if down && !r.drag.IsDragging() {
r.drag.Start(Pt(e.X, e.Y))
} else if !down && r.drag.IsDragging() {
r.drag.Cancel()
}
if e.Type == sdl.MOUSEBUTTONUP && !r.drag.HasDragged() {
pos := r.project.screenToMapInt(e.X, e.Y)
r.game.UserClickedTile(pos)
}
case sdl.BUTTON_RIGHT:
if e.Type == sdl.MOUSEBUTTONDOWN {
r.game.CancelTool()
}
}
}
case *sdl.MouseMotionEvent:
if r.project.windowInteractRect.IsPointInside(e.X, e.Y) {
hover := r.project.screenToMap(e.X, e.Y)
r.hover = PtPtr(int32(Round32(hover.X)), int32(Round32(hover.Y)))
hover := r.project.screenToMapInt(e.X, e.Y)
r.hover = &hover
} else {
r.hover = nil
}
if r.interact.mouseDrag != nil {
r.project.center = r.project.center.Sub(r.project.screenToMapRel(e.X-r.interact.mouseDrag.X, e.Y-r.interact.mouseDrag.Y))
if r.drag.IsDragging() {
delta := r.drag.Move(Pt(e.X, e.Y))
r.project.center = r.project.center.Sub(r.project.screenToMapRel(delta.X, delta.Y))
r.project.update(ctx.Renderer)
r.interact.mouseDrag = PtPtr(e.X, e.Y)
}
case *sdl.MouseWheelEvent:
if r.hover != nil {

24
tools.go Normal file
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@ -0,0 +1,24 @@
package tins2020
type Tool interface {
Type() string
ClickedTile(*Game, Point)
}
type PlantFlowerTool struct {
FlowerID string
}
func (t *PlantFlowerTool) Type() string { return "plant-flower" }
func (t *PlantFlowerTool) ClickedTile(game *Game, tile Point) {
game.PlantFlower(t.FlowerID, tile)
}
type ShovelTool struct{}
func (t *ShovelTool) Type() string { return "shovel" }
func (t *ShovelTool) ClickedTile(game *Game, tile Point) {
game.Dig(tile)
}