// newLevel creates the indicated game level. func newLevel(g *game, levelNum int) *level { var levelType = map[int]grid.Grid{ 0: grid.New(grid.DENSE_SKIRMISH), 1: grid.New(grid.DENSE_SKIRMISH), 2: grid.New(grid.SPARSE_SKIRMISH), 3: grid.New(grid.ROOMS_SKIRMISH), 4: grid.New(grid.ROOMS_SKIRMISH), } // initialize the scenes. lvl := &level{} lvl.fade = g.vr * 0.7 lvl.units = 2 lvl.colour = 1.0 lvl.fov = 75 lvl.root = g.mp.eng.Root().NewPov() lvl.view = lvl.root.NewView() lvl.view.SetCull(vu.NewFrontCull(g.vr)) lvl.cam = lvl.view.Cam() lvl.cam.SetPerspective(lvl.fov, float64(g.ww)/float64(g.wh), 0.1, 50) // save everything as one game stage. lvl.mp = g.mp lvl.num = levelNum // create hud before player since player is drawn within hd.scene. s := g.mp.eng.State() lvl.hd = newHud(g.mp.eng, gameMuster[lvl.num], s.X, s.Y, s.W, s.H) lvl.player = lvl.makePlayer(lvl.hd.root, lvl.num+1) lvl.makeSentries(lvl.root, lvl.num) // create one large floor. lvl.floor = lvl.root.NewPov().SetLocation(0, 0.2, 0) // create a new layout for the stage. plan := levelType[lvl.num] levelSize := gameMapSize(lvl.num) plan.Generate(levelSize, levelSize) // build and populate the floorplan lvl.walls = []vu.Pov{} lvl.cc = newCoreControl(lvl.units, g.mp.ani) lvl.buildFloorPlan(lvl.root, lvl.hd, plan) lvl.plan = plan // set the intial player location. lvl.body = lvl.root.NewPov().SetLocation(4, 0.5, 10) // start sentinels at the center of the stage. for _, sentry := range lvl.sentries { sentry.setGridLocation(lvl.gcx, lvl.gcy) } lvl.player.resetEnergy() lvl.setVisible(false) return lvl }
// Create is the engine callback for initial asset creation. func (ff *fftag) Create(eng vu.Eng, s *vu.State) { rand.Seed(time.Now().UTC().UnixNano()) // create the overlay ff.top = eng.Root().NewPov() view := ff.top.NewView() view.SetUI() ff.cam = view.Cam() ff.mmap = ff.top.NewPov().SetScale(10, 10, 0) ff.mmap.SetLocation(30, 30, 0) // populate the map ff.msize = 69 ff.plan = grid.New(grid.ROOMS_SKIRMISH) ff.plan.Generate(ff.msize, ff.msize) width, height := ff.plan.Size() for x := 0; x < width; x++ { for y := 0; y < height; y++ { if ff.plan.IsOpen(x, y) { block := ff.mmap.NewPov() block.SetLocation(float64(x), float64(y), 0) block.NewModel("uv").LoadMesh("icon").AddTex("wall") ff.spots = append(ff.spots, ff.id(x, y)) } } } // populate chasers and a goal. numChasers := 30 for cnt := 0; cnt < numChasers; cnt++ { chaser := ff.mmap.NewPov() chaser.NewModel("uv").LoadMesh("icon").AddTex("token") ff.chasers = append(ff.chasers, chaser) } ff.goal = ff.mmap.NewPov() ff.goal.NewModel("uv").LoadMesh("icon").AddTex("goal") ff.flow = grid.NewFlow(ff.plan) // flow field for the given plan. ff.resetLocations() // set non default engine state. eng.SetColor(0.15, 0.15, 0.15, 1) ff.resize(s.W, s.H) }
// setLevel switches to the indicated level. func (rl *rltag) setLevel(eng vu.Eng, keyCode int) { if _, ok := rl.floors[keyCode]; !ok { var gridSizes = map[int]int{ vu.K_1: 15, vu.K_2: 21, vu.K_3: 27, vu.K_4: 33, vu.K_5: 39, vu.K_6: 45, vu.K_7: 51, vu.K_8: 57, vu.K_9: 63, vu.K_0: 69, } var gridType = map[int]grid.Grid{ vu.K_1: grid.New(grid.DENSE_SKIRMISH), vu.K_2: grid.New(grid.DENSE_SKIRMISH), vu.K_3: grid.New(grid.SPARSE_SKIRMISH), vu.K_4: grid.New(grid.SPARSE_SKIRMISH), vu.K_5: grid.New(grid.ROOMS_SKIRMISH), vu.K_6: grid.New(grid.ROOMS_SKIRMISH), vu.K_7: grid.New(grid.CAVE), vu.K_8: grid.New(grid.CAVE), vu.K_9: grid.New(grid.DUNGEON), vu.K_0: grid.New(grid.DUNGEON), } flr := &floor{} // create the scene flr.top = eng.Root().NewPov() flr.plan = flr.top.NewPov() flr.cam = flr.plan.NewCam() flr.cam.SetLocation(1, 0, -1) flr.cam.SetPerspective(60, float64(rl.ww)/float64(rl.wh), 0.1, 50) flr.cam.SetCull(vu.NewFrontCull(10)) // create the overlay flr.mmap = flr.top.NewPov() flr.ui = flr.mmap.NewCam() flr.ui.SetUI() flr.ui.SetView(vu.XZ_XY) flr.ui.SetOrthographic(0, float64(rl.ww), 0, float64(rl.wh), 0, 20) flr.mapPart = flr.mmap.NewPov() flr.mapPart.SetScale(7.5, 7.5, 7.5) flr.mapPart.SetLocation(20, 0, -20) // display some rendering statistics. flr.modelStats = rl.newText(flr.mmap, 0) flr.vertexStats = rl.newText(flr.mmap, 1) flr.times = rl.newText(flr.mmap, 2) // populate the scenes lsize := gridSizes[keyCode] flr.layout = gridType[keyCode] flr.layout.Generate(lsize, lsize) width, height := flr.layout.Size() for x := 0; x < width; x++ { for y := 0; y < height; y++ { if flr.layout.IsOpen(x, y) { block := flr.mapPart.NewPov().SetLocation(float64(x), 0, float64(-y)) block.NewModel("alpha").LoadMesh("cube").LoadMat("transparent_gray") } else { block := flr.plan.NewPov().SetLocation(float64(x), 0, float64(-y)) block.NewModel("uv").LoadMesh("box").AddTex("tile") } } } flr.arrow = flr.mapPart.NewPov().SetLocation(flr.cam.Location()) flr.arrow.NewModel("solid").LoadMesh("arrow").LoadMat("transparent_blue") rl.floors[keyCode] = flr } if rl.flr != nil { rl.flr.plan.SetVisible(false) rl.flr.mmap.SetVisible(false) } rl.flr = rl.floors[keyCode] rl.flr.plan.SetVisible(true) rl.flr.mmap.SetVisible(true) rl.arrow = rl.flr.arrow }