Exemple #1
0
func (is *IntroState) buildScene() {
	am := is.assetManager // asset manager

	rootEntity := scenegraph.NewEntity(nil)
	rootEntity.W = gamecontext.GContext.MainSurface.W
	rootEntity.H = gamecontext.GContext.MainSurface.H

	titleEntity := scenegraph.NewEntity(am.Surfaces["titleText"])

	mColor := is.fontNormalColor
	mHiColor := is.fontHighlightColor

	menuItems := []menu.Item{
		{AssetFontID: "menuFont", Text: "Play!", Color: mColor, HiColor: mHiColor},
		{AssetFontID: "menuFont", Text: "Quit", Color: mColor, HiColor: mHiColor},
	}

	is.menu = menu.New(am, "introMenu", menuItems, 60, menu.MenuJustifyCenter)

	scenegraph.CenterEntityInParent(is.menu.RootEntity, rootEntity)
	is.menu.RootEntity.Y = 200

	rootEntity.AddChild(titleEntity, is.menu.RootEntity)

	is.rootEntity = rootEntity

	// position title
	scenegraph.CenterEntityInSurface(titleEntity, gamecontext.GContext.MainSurface)
	titleEntity.Y = 40

}
Exemple #2
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// buildScene constructs the necessary elements for the scene
func (ps *PlayState) buildScene() {
	var err error

	am := ps.assetManager // asset manager

	ps.rootEntity, err = scenegraph.LoadJSON(am, "playgraph.json", nil)
	if err != nil {
		panic(fmt.Sprintf("playgraph.json: %v", err))
	}

	ps.nestEntity = ps.rootEntity.SearchByID("nest")
	ps.chixEntity = ps.rootEntity.SearchByID("chicken")
	ps.chixLeftEntity = ps.rootEntity.SearchByID("chickenLeftContainer")
	ps.chixRightEntity = ps.rootEntity.SearchByID("chickenRightContainer")
	ps.chixLegEntity = []*scenegraph.Entity{
		ps.rootEntity.SearchByID("chickenLeftLegs0"),
		ps.rootEntity.SearchByID("chickenLeftLegs1"),
		ps.rootEntity.SearchByID("chickenRightLegs0"),
		ps.rootEntity.SearchByID("chickenRightLegs1"),
	}
	ps.interludeTextEntity = ps.rootEntity.SearchByID("interludeText")
	ps.eggContainer = ps.rootEntity.SearchByID("eggContainer")

	// This is hackish, but we need to know the width of the chicken, and
	// the chicken parent node is sizeless. So we copy the size from one of
	// the children. This should probably be an option in the JSON reader.
	ps.chixEntity.W = ps.rootEntity.SearchByID("chickenLeftImage").W

	// Pause menu stuff
	ps.buildPauseMenu()
	scenegraph.CenterEntityInParent(ps.menu.RootEntity, ps.rootEntity)
	ps.rootEntity.AddChild(ps.pauseMenuEntity)
}
Exemple #3
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// constructInterludeImage builds the "LEVEL X" image
func (ps *PlayState) constructInterludeImage() {
	surface, err := util.RenderText(ps.assetManager.Fonts["interludeFont"], fmt.Sprintf("LEVEL %d", ps.level), sdl.Color{R: 255, G: 255, B: 0, A: 255})

	if err != nil {
		panic(fmt.Sprintf("Error constructing interlude text: %v", err))
	}

	ps.interludeTextEntity.Surface = surface
	ps.interludeTextEntity.W = surface.W // hackishly make centering work on the next line
	scenegraph.CenterEntityInParent(ps.interludeTextEntity, ps.rootEntity)
}
Exemple #4
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// New constructs the menu
func New(am *assetmanager.AssetManager, id string, items []Item, spacing int32, justification int) *Menu {
	// TODO: do these even need to be registered with any asset manager? just use util.RenderText?
	menu := &Menu{items: items, spacing: spacing, justification: justification}

	menuEntity := scenegraph.NewEntity(nil)

	maxH := int32(0)
	maxW := int32(0)

	idNum := 0

	for i, item := range menu.items {
		var err error
		var surface, surfaceHi *sdl.Surface
		var entity, entityHi *scenegraph.Entity

		if surface, err = am.RenderText(fmt.Sprintf("%s-%d", id, idNum), item.AssetFontID, item.Text, item.Color); err != nil {
			panic(fmt.Sprintf("Menu render font: %v", err))
		}

		idNum++

		if surfaceHi, err = am.RenderText(fmt.Sprintf("%s-%d", id, idNum), item.AssetFontID, item.Text, item.HiColor); err != nil {
			panic(fmt.Sprintf("Intro render font: %v", err))
		}

		idNum++

		entity = scenegraph.NewEntity(surface)
		entity.Visible = i > 0
		entityHi = scenegraph.NewEntity(surfaceHi)
		entityHi.Visible = i == 0

		menuEntity.AddChild(entity, entityHi)

		if entity.W > maxW {
			maxW = entity.W
		}

		entity.Y = maxH
		entityHi.Y = maxH

		maxH += menu.spacing
	}

	menuEntity.W = maxW
	menuEntity.H = maxH

	// position everything now that we have sizes known
	for i := range menu.items {

		entity := menuEntity.GetChild(i * 2)
		entityHi := menuEntity.GetChild(i*2 + 1)

		switch menu.justification {
		case MenuJustifyLeft:
			entity.X = 0
			entityHi.X = 0
		case MenuJustifyCenter:
			scenegraph.CenterEntityInParent(entity, menuEntity)
			scenegraph.CenterEntityInParent(entityHi, menuEntity)
		case MenuJustifyRight:
			scenegraph.RightJustifyEntityInParent(entity, menuEntity)
			scenegraph.RightJustifyEntityInParent(entityHi, menuEntity)
		}
	}

	menu.RootEntity = menuEntity

	return menu
}