Example #1
0
func (a *mainWindow) HandleEvent(ev tcell.Event) bool {

	switch ev := ev.(type) {
	case *tcell.EventKey:
		switch ev.Key() {
		case tcell.KeyCtrlL:
			app.Refresh()
			return true
		case tcell.KeyRune:
			switch ev.Rune() {
			case 'Q', 'q':
				app.Quit()
				return true
			case 'S', 's':
				a.model.hide = false
				a.updateKeys()
				return true
			case 'H', 'h':
				a.model.hide = true
				a.updateKeys()
				return true
			case 'E', 'e':
				a.model.enab = true
				a.updateKeys()
				return true
			case 'D', 'd':
				a.model.enab = false
				a.updateKeys()
				return true
			}
		}
	}
	return a.Panel.HandleEvent(ev)
}
Example #2
0
func (o *gantry) HandleEvent(ev tcell.Event) bool {
	s := o.sprite
	switch ev := ev.(type) {
	case *EventSpriteMove:
		x, _ := o.sprite.Position()
		if o.startx != 0 && o.startx-5 >= x {
			o.sprite.SetVelocity(0, 0)
		}
	case *EventCollision:
		switch ev.Collider().Layer() {
		case LayerShot, LayerPlayer:
			o.sprite.Hide()
			x, y, _, _ := s.Bounds()
			props := GameObjectProps{}
			props.PropSetInt("x", x)
			props.PropSetInt("y", y)
			props.PropSetInt("count", 2)
			MakeGameObject(o.level, "explosion", props)
		}
	case *EventLevelStart:
		o.sprite.SetVelocity(-3.0, 0)
		o.sprite.SetFrame("RETRACT")
		o.startx, _ = o.sprite.Position()
	}
	return false
}
Example #3
0
// HandleEvent handles events.  In particular, it handles certain key events
// to move the cursor or pan the view.
func (a *CellView) HandleEvent(e tcell.Event) bool {
	if a.model == nil {
		return false
	}
	switch e := e.(type) {
	case *tcell.EventKey:
		switch e.Key() {
		case tcell.KeyUp, tcell.KeyCtrlP:
			a.keyUp()
			return true
		case tcell.KeyDown, tcell.KeyCtrlN:
			a.keyDown()
			return true
		case tcell.KeyRight, tcell.KeyCtrlF:
			a.keyRight()
			return true
		case tcell.KeyLeft, tcell.KeyCtrlB:
			a.keyLeft()
			return true
		case tcell.KeyPgDn:
			a.keyPgDn()
			return true
		case tcell.KeyPgUp:
			a.keyPgUp()
			return true
		case tcell.KeyEnd:
			a.keyEnd()
			return true
		case tcell.KeyHome:
			a.keyHome()
			return true
		}
	}
	return false
}
Example #4
0
func (o *explosion) HandleEvent(ev tcell.Event) bool {
	switch ev := ev.(type) {
	case *EventSpriteFrame:
		if ev.Frame() == "" {
			o.level.RemoveSprite(ev.Sprite())
		}
	}
	return false
}
Example #5
0
func (m *boxL) HandleEvent(ev tcell.Event) bool {
	switch ev := ev.(type) {
	case *tcell.EventKey:
		if ev.Key() == tcell.KeyEscape {
			app.Quit()
			return true
		}
	}
	return m.BoxLayout.HandleEvent(ev)
}
Example #6
0
func (a *AuthPanel) HandleEvent(ev tcell.Event) bool {
	switch ev := ev.(type) {
	case *tcell.EventKey:
		switch ev.Key() {
		case tcell.KeyEsc:
			a.App().Quit()
			return true
		case tcell.KeyTab, tcell.KeyEnter:
			if a.passactive {
				a.App().SetUserPassword(string(a.username),
					string(a.password))
				a.App().ShowMain()
			} else {
				a.passactive = true
			}
		case tcell.KeyBacktab:
			if a.passactive {
				a.passactive = false
			}
		case tcell.KeyCtrlU, tcell.KeyCtrlW:
			if a.passactive {
				a.password = a.password[:0]
			} else {
				a.username = a.username[:0]
			}
		case tcell.KeyBackspace, tcell.KeyBackspace2:
			if a.passactive {
				if len(a.password) > 0 {
					a.password =
						a.password[:len(a.password)-1]
				}
			} else {
				if len(a.username) > 0 {
					a.username =
						a.username[:len(a.username)-1]
				}
			}
		case tcell.KeyRune:
			r := ev.Rune()
			if a.passactive {
				if len(a.password) < 256 {
					a.password = append(a.password, r)
				}
			} else {
				if len(a.username) < 256 {
					a.username = append(a.username, r)
				}
			}
		default:
			return false
		}
		return true
	}
	return a.Panel.HandleEvent(ev)
}
Example #7
0
func makeEvent(tev tcell.Event) Event {
	switch tev := tev.(type) {
	case *tcell.EventInterrupt:
		return Event{Type: EventInterrupt}
	case *tcell.EventResize:
		w, h := tev.Size()
		return Event{Type: EventResize, Width: w, Height: h}
	case *tcell.EventKey:
		k := tev.Key()
		ch := rune(0)
		if k == tcell.KeyRune {
			ch = tev.Rune()
			if ch == ' ' {
				k = tcell.Key(' ')
			}
		}
		mod := tev.Modifiers()
		return Event{
			Type: EventKey,
			Key:  Key(k),
			Ch:   ch,
			Mod:  Modifier(mod),
		}
	default:
		return Event{Type: EventNone}
	}
}
Example #8
0
func (p *LogPanel) HandleEvent(ev tcell.Event) bool {
	info := p.info
	app := p.app
	switch ev := ev.(type) {
	case *tcell.EventKey:
		switch ev.Key() {
		case tcell.KeyEsc:
			app.ShowMain()
			return true
		case tcell.KeyF1:
			app.ShowHelp()
			return true
		case tcell.KeyRune:
			switch ev.Rune() {
			case 'Q', 'q':
				app.ShowMain()
				return true
			case 'H', 'h':
				app.ShowHelp()
				return true
			case 'I', 'i':
				if info != nil {
					app.ShowInfo(info.Name)
					return true
				}
			case 'R', 'r':
				if info != nil {
					app.RestartService(info.Name)
					return true
				}
			case 'E', 'e':
				if info != nil && !info.Enabled {
					app.EnableService(info.Name)
					return true
				}
			case 'D', 'd':
				if info != nil && info.Enabled {
					app.DisableService(info.Name)
					return true
				}
			case 'C', 'c':
				if info != nil && info.Failed {
					app.ClearService(info.Name)
					return true
				}
			}
		}
	}
	return p.Panel.HandleEvent(ev)
}
Example #9
0
func (o *hfence) HandleEvent(ev tcell.Event) bool {
	if o.dead {
		return false
	}
	switch ev := ev.(type) {
	case *EventCollision:
		switch ev.Collider().Layer() {
		case LayerPlayer:
			switch ev.Target() {
			case o.lemit:
				o.destroy(o.lemit, o.remit)
			case o.remit:
				o.destroy(o.remit, o.lemit)
			}
		case LayerShot:
			switch ev.Target() {
			case o.lemit:
				o.destroy(o.lemit, o.remit)
			case o.remit:
				o.destroy(o.remit, o.lemit)
			case o.beam:
				x, y, _, _ := ev.Collider().Bounds()
				props := GameObjectProps{}
				props.PropSetInt("x", x)
				props.PropSetInt("y", y)
				props.PropSetInt("count", 1)
				props.PropSetString("sprite", "TinyExplosion")
				MakeGameObject(o.level, "explosion", props)
			}
		}
	}
	return false
}
Example #10
0
func (i *InfoPanel) HandleEvent(ev tcell.Event) bool {
	info := i.info
	switch ev := ev.(type) {
	case *tcell.EventKey:
		switch ev.Key() {
		case tcell.KeyEsc:
			i.App().ShowMain()
			return true
		case tcell.KeyF1:
			i.App().ShowHelp()
			return true
		case tcell.KeyRune:
			switch ev.Rune() {
			case 'Q', 'q':
				i.App().ShowMain()
				return true
			case 'H', 'h':
				i.App().ShowHelp()
				return true
			case 'L', 'l':
				if info != nil {
					i.App().ShowLog(info.Name)
					return true
				}
			case 'R', 'r':
				if info != nil {
					i.App().RestartService(info.Name)
					return true
				}
			case 'E', 'e':
				if info != nil && !info.Enabled {
					i.App().EnableService(info.Name)
					return true
				}
			case 'D', 'd':
				if info != nil && info.Enabled {
					i.App().DisableService(info.Name)
					return true
				}
			case 'C', 'c':
				if info != nil && info.Failed {
					i.App().ClearService(info.Name)
					return true
				}
			}
		}
	}
	return i.Panel.HandleEvent(ev)
}
Example #11
0
func (h *HelpPanel) HandleEvent(ev tcell.Event) bool {
	switch ev := ev.(type) {
	case *tcell.EventKey:
		switch ev.Key() {
		case tcell.KeyEsc:
			h.App().ShowMain()
			return true
		case tcell.KeyRune:
			switch ev.Rune() {
			case 'Q', 'q':
				h.app.ShowMain()
				return true
			}
		}
	}
	return h.Panel.HandleEvent(ev)
}
Example #12
0
func (o *alien1) HandleEvent(ev tcell.Event) bool {
	s := o.sprite
	switch ev := ev.(type) {
	case *EventSpriteAccelerate:
		if ev.s != s {
			return false
		}
		vx, _ := s.Velocity()
		if vx > 0 {
			s.SetFrame("F1")
		} else {
			s.SetFrame("R1")
		}
	case *EventCollision:
		switch ev.Collider().Layer() {
		case LayerTerrain, LayerHazard:
			x, y, _, _ := s.Bounds()
			vx, vy := s.Velocity()
			vx = -vx
			vy = -vy
			s.SetVelocity(vx, vy)
			if vx < 0 {
				x--
			} else if vx > 0 {
				x++
			}
			if vy < 0 {
				y--
			} else if vy > 0 {
				y++
			}
			s.SetPosition(x, y)
		case LayerShot, LayerPlayer:
			s.Hide()
			x, y, _, _ := s.Bounds()
			props := GameObjectProps{}
			props.PropSetInt("x", x)
			props.PropSetInt("y", y)
			props.PropSetInt("count", 1)
			MakeGameObject(o.level, "smexplosion", props)
			o.level.RemoveSprite(o.sprite)
		}
	}
	return false
}
Example #13
0
func (g *Game) HandleEvent(ev tcell.Event) bool {
	switch ev := ev.(type) {
	case *tcell.EventResize:
		g.lview.Resize(0, 1, -1, -1)
		g.sview.Resize(0, 0, -1, 1)
		g.level.HandleEvent(ev)
	case *tcell.EventKey:
		if ev.Key() == tcell.KeyEscape {
			g.Quit()
			return true
		}
		if !g.started {
			if ev.Key() == tcell.KeyEnter {
				if g.gameover {
					g.lives = 5
				}
				g.level.Reset()
				g.level.Start()
				g.started = true
				g.gameover = false
			}
			// eat all keys until level starts
			return true
		}
	case *EventPlayerDeath:
		g.lives--
		g.started = false
		if g.lives == 0 {
			g.gameover = true
			g.level.HandleEvent(&EventGameOver{})
		}
		return true

	case *EventLevelComplete:
		g.lives++ // bonus life (for now)
		g.started = false
		return true
	}
	if !g.level.HandleEvent(ev) {
		return true
	}
	return true
}
Example #14
0
func (o *bullet) HandleEvent(ev tcell.Event) bool {
	switch ev := ev.(type) {
	case *EventSpriteAccelerate:
		if ev.s != o.sprite {
			return false
		}

		vx, _ := o.sprite.Velocity()
		if vx > 0 {
			o.sprite.SetFrame("H")
		} else {
			o.sprite.SetFrame("V")
		}
	case *EventSpriteMove:
		if ev.s != o.sprite {
			return false
		}

		x, y, _, _ := o.sprite.Bounds()
		w, h := o.level.Size()
		if x < 0 || y < 0 || x >= w || y >= h {
			o.destroy()
		}
	case *EventCollision:
		switch ev.Collider().Layer() {

		case LayerTerrain, LayerHazard, LayerPlayer, LayerExplosion:
			// Impact with most solid objects removes the shot.
			// The impacted object is responsible for painting
			// any explosive effect.
			o.destroy()
		}
	case *EventAlarm:
		o.destroy()
	}
	return false
}
Example #15
0
func (o *ship) HandleEvent(ev tcell.Event) bool {
	if o.dead {
		return false
	}
	switch ev := ev.(type) {
	case *EventSpriteAccelerate:
		if ev.s != o.ship {
			return false
		}
		vx, _ := o.ship.Velocity()
		if vx >= 1.0 {
			o.ship.SetFrame("RIGHT")
		} else if vx <= -1.0 {
			o.ship.SetFrame("LEFT")
		} else {
			o.ship.SetFrame("FWD")
		}
	case *EventSpriteMove:
		// We don't let ship leave the map
		x, y := o.ship.Position()
		ox, oy := x, y
		vx, vy := o.ship.Velocity()
		w, h := o.level.Size()
		if x < 0 {
			x = 0
			if vx < 0 {
				vx = 0
			}
		} else if x >= w {
			x = w - 1
			if vx > 0 {
				vx = 0
			}
		}
		if y < 0 {
			y = 0
			if vy < 0 {
				vy = 0
			}
		} else if y >= h {
			y = h - 1
			if vy > 0 {
				vy = 0
			}
		}
		if ox != x || oy != y {
			o.ship.SetPosition(x, y)
			o.ship.SetVelocity(vx, vy)
		}

		if y == 0 {
			o.dead = true
			o.level.HandleEvent(&EventLevelComplete{})
		}
		o.adjustView()
	case *EventGravity:
		now := ev.When()
		if !o.lastgrav.IsZero() {
			vx, vy := o.ship.Velocity()
			frac := float64(now.Sub(o.lastgrav))
			frac /= float64(time.Second)
			vy += ev.Accel() * frac
			o.ship.SetVelocity(vx, vy)
		}
		o.lastgrav = now

	case *EventCollision:
		switch ev.Collider().Layer() {
		case LayerTerrain, LayerHazard, LayerShot:
			o.destroy()
		case LayerPad:
			// if we're on the pad, and not too
			// fast, then stay on the pad.
			// TODO: probably the max velocity (4.0)
			// should be tunable.
			vx, vy := o.ship.Velocity()
			x, y := o.ship.Position()
			if vx == 0 && vy > 0 && vy < 4.0 {
				y--
				vy = 0
				o.ship.SetPosition(x, y)
				o.ship.SetVelocity(vx, vy)
				o.launched = false
			} else {
				o.destroy()
			}
		}

	case *EventTimesUp:
		o.destroy()

	case *tcell.EventKey:
		switch ev.Key() {

		case tcell.KeyLeft:
			o.thrustLeft()
			return true

		case tcell.KeyRight:
			o.thrustRight()
			return true

		case tcell.KeyUp:
			o.thrustUp()
			return true

		case tcell.KeyDown:
			o.thrustDown()
			return true

		case tcell.KeyRune:
			switch ev.Rune() {
			case ' ':
				o.shoot()
				return true
			case 'j', 'J':
				o.thrustLeft()
				return true
			case 'k', 'K':
				o.thrustRight()
				return true
			case 'i', 'I':
				o.thrustUp()
				return true
			case 'm', 'M':
				o.thrustDown()
				return true
			}
		}
	case *tcell.EventResize:
		x, y := o.ship.Position()
		o.level.Center(x, y)
		o.adjustView()
	}
	return false
}
Example #16
0
func (m *MainPanel) HandleEvent(ev tcell.Event) bool {
	switch ev := ev.(type) {
	case *tcell.EventKey:
		switch ev.Key() {
		case tcell.KeyEsc:
			m.unselect()
			return true
		case tcell.KeyF1:
			m.App().ShowHelp()
			return true
		case tcell.KeyEnter:
			if m.selected != nil {
				m.App().ShowInfo(m.selected.Name)
				return true
			}
		case tcell.KeyRune:
			switch ev.Rune() {
			case 'Q', 'q':
				m.App().Quit()
				return true
			case 'H', 'h':
				m.App().ShowHelp()
				return true
			case 'I', 'i':
				if m.selected != nil {
					m.App().ShowInfo(m.selected.Name)
					return true
				}
			case 'L', 'l':
				if m.selected != nil {
					m.App().ShowLog(m.selected.Name)
					return true
				} else {
					m.App().ShowLog("")
					return true
				}
			case 'E', 'e':
				if m.selected != nil && !m.selected.Enabled {
					m.App().EnableService(m.selected.Name)
					return true
				}
			case 'D', 'd':
				if m.selected != nil && m.selected.Enabled {
					m.App().DisableService(m.selected.Name)
					return true
				}
			case 'C', 'c':
				if m.selected != nil && m.selected.Failed {
					m.App().ClearService(m.selected.Name)
					return true
				}
			case 'R', 'r':
				if m.selected != nil {
					m.App().RestartService(m.selected.Name)
					return true
				}
			}
		}
	}
	return m.Panel.HandleEvent(ev)
}
Example #17
0
func (l *Level) HandleEvent(ev tcell.Event) bool {
	switch ev := ev.(type) {
	case *tcell.EventKey:
		switch ev.Key() {
		case tcell.KeyCtrlR:
			// secret reset button
			l.Reset()
		}
	case *tcell.EventMouse:

		offx, offy, _, _ := l.view.GetVisible()
		px1, py1, px2, py2 := l.view.GetPhysical()
		mx, my := ev.Position()
		if mx < px1 || mx > px2 || my < py1 || my > py2 {
			// outside our view
			return false
		}
		if ev.Buttons()&tcell.Button1 != 0 {
			l.stopped = true
			l.view.Center(offx+mx-px1, offy+my-py1)
		} else if ev.Buttons()&tcell.Button2 != 0 {
			l.Reset()
		} else if ev.Buttons()&tcell.Button3 != 0 {
			l.Reset()
		}
		return true

	case *EventPlayerDeath:
		l.game.HandleEvent(ev)
		l.ShowPress()
		return true

	case *EventLevelComplete:
		l.win = true
		l.game.HandleEvent(ev)
		l.ShowComplete()
		l.ShowPress()
		return true

	case *EventGameOver:
		x1, y1, x2, y2 := l.view.GetVisible()
		sprite := GetSprite("GameOver")
		sprite.SetLayer(LayerDialog)
		sprite.SetFrame("F0")
		sprite.SetPosition(x1+(x2-x1)/2, y1+(y2-y1)/2)
		l.manager.AddSprite(sprite)

	case *EventTimesUp:
		bw := GetSprite("Blastwave")
		bw.Resize(l.width, l.height)
		bw.ScheduleFrame("0", time.Now().Add(2*time.Second))
		l.AddSprite(bw)

		dur := time.Duration(0)
		for i := 0; i < 100; i++ {
			x, y := l.randomViewXY()
			sprite := GetSprite("Explosion")
			sprite.ScheduleFrame("0", time.Now().Add(dur))
			sprite.SetPosition(x, y)
			l.AddSprite(sprite)
			dur += time.Millisecond * 5

			for j := 0; j < 4; j++ {
				x, y = l.randomViewXY()
				sprite = GetSprite("SmallExplosion")
				sprite.SetPosition(x, y)
				sprite.ScheduleFrame("0", time.Now().Add(dur))
				l.AddSprite(sprite)
				dur += time.Millisecond * 50
			}
		}
	}
	if l.stopped {
		return false
	}

	return l.manager.HandleEvent(ev)
}