示例#1
0
文件: main.go 项目: jctaylor1/haunts
func init() {
	runtime.LockOSThread()
	sys = system.Make(gos.GetSystemInterface())

	rand.Seed(100)
	// TODO: This should not be OS-specific
	datadir = filepath.Join(os.Args[0], "..", "..")
	base.SetDatadir(datadir)
	base.Log().Printf("Setting datadir: %s", datadir)
	err := house.SetDatadir(datadir)
	if err != nil {
		panic(err.Error())
	}

	var key_binds base.KeyBinds
	base.LoadJson(filepath.Join(datadir, "key_binds.json"), &key_binds)
	key_map = key_binds.MakeKeyMap()
	base.SetDefaultKeyMap(key_map)

	wdx = 1024
	wdy = 750
}
示例#2
0
文件: main.go 项目: jctaylor1/haunts
func main() {
	defer func() {
		if r := recover(); r != nil {
			data := debug.Stack()
			base.Error().Printf("PANIC: %v\n", r)
			base.Error().Printf("PANIC: %s\n", string(data))
			base.CloseLog()
			fmt.Printf("PANIC: %s\n", string(data))
		}
	}()
	base.Log().Printf("Version %s", Version())
	sys.Startup()
	err := gl.Init()
	if err != nil {
		panic(err)
	}

	sound.Init()
	render.Init()
	render.Queue(func() {
		sys.CreateWindow(10, 10, wdx, wdy)
		sys.EnableVSync(true)
		// err := gl.Init()
		// if err != nil {
		//   panic(err)
		// }
		gl.Enable(gl.BLEND)
		gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
	})
	base.InitShaders()
	runtime.GOMAXPROCS(8)
	ui, err = gui.Make(gin.In(), gui.Dims{wdx, wdy}, filepath.Join(datadir, "fonts", "skia.ttf"))
	if err != nil {
		panic(err.Error())
	}
	loadAllRegistries()

	// TODO: Might want to be able to reload stuff, but this is sensitive because it
	// is loading textures.  We should probably redo the sprite system so that this
	// is easier to safely handle.
	game.LoadAllEntities()

	// Set up editors
	editors = map[string]house.Editor{
		"room":  house.MakeRoomEditorPanel(),
		"house": house.MakeHouseEditorPanel(),
	}
	for name, editor := range editors {
		path := base.GetStoreVal(fmt.Sprintf("last %s path", name))
		path = filepath.Join(datadir, path)
		if path != "" {
			editor.Load(path)
		}
	}
	editor_name = "room"
	editor = editors[editor_name]

	edit_mode := false
	game.Restart = func() {
		base.Log().Printf("Restarting...")
		ui.RemoveChild(game_box)
		game_box = &lowerLeftTable{gui.MakeAnchorBox(gui.Dims{1024, 768})}
		err = game.InsertStartMenu(game_box)
		if err != nil {
			panic(err)
		}
		ui.AddChild(game_box)
		base.Log().Printf("Restarted")
	}
	game.Restart()

	if base.IsDevel() {
		ui.AddChild(base.MakeConsole())
	}
	sys.Think()
	// Wait until now to create the dictionary because the render thread needs
	// to be running in advance.
	render.Queue(func() {
		ui.Draw()
	})
	render.Purge()

	var profile_output *os.File
	heap_prof_count := 0

	for key_map["quit"].FramePressCount() == 0 {
		sys.Think()
		render.Queue(func() {
			sys.SwapBuffers()
			ui.Draw()
		})
		render.Purge()

		for _, child := range game_box.GetChildren() {
			if gp, ok := child.(*game.GamePanel); ok {
				game_panel = gp
			}
		}

		if base.IsDevel() {
			if key_map["cpu profile"].FramePressCount() > 0 {
				if profile_output == nil {
					profile_output, err = os.Create(filepath.Join(datadir, "cpu.prof"))
					if err == nil {
						err = pprof.StartCPUProfile(profile_output)
						if err != nil {
							base.Log().Printf("Unable to start CPU profile: %v\n", err)
							profile_output.Close()
							profile_output = nil
						}
						base.Log().Printf("profout: %v\n", profile_output)
					} else {
						base.Log().Printf("Unable to start CPU profile: %v\n", err)
					}
				} else {
					pprof.StopCPUProfile()
					profile_output.Close()
					profile_output = nil
				}
			}

			if key_map["heap profile"].FramePressCount() > 0 {
				out, err := os.Create(filepath.Join(datadir, fmt.Sprintf("heap-%d.prof", heap_prof_count)))
				heap_prof_count++
				if err == nil {
					err = pprof.WriteHeapProfile(out)
					out.Close()
					if err != nil {
						base.Warn().Printf("Unable to write heap profile: %v", err)
					}
				} else {
					base.Warn().Printf("Unable to create heap profile: %v", err)
				}
			}

			if key_map["manual mem"].FramePressCount() > 0 {
				base.Log().Printf(memory.TotalAllocations())
			}

			if key_map["game mode"].FramePressCount()%2 == 1 {
				base.Log().Printf("Game mode change: %t", edit_mode)
				if edit_mode {
					ui.RemoveChild(editor)
					ui.AddChild(game_box)
				} else {
					ui.RemoveChild(game_box)
					ui.AddChild(editor)
				}
				edit_mode = !edit_mode

				if key_map["row up"].FramePressCount() > 0 {
					house.Num_rows += 25
				}
				if key_map["row down"].FramePressCount() > 0 {
					house.Num_rows -= 25
				}
				if key_map["steps up"].FramePressCount() > 0 {
					house.Num_steps++
				}
				if key_map["steps down"].FramePressCount() > 0 {
					house.Num_steps--
				}
				if key_map["noise up"].FramePressCount() > 0 {
					house.Noise_rate += 10
				}
				if key_map["noise down"].FramePressCount() > 0 {
					house.Noise_rate -= 10
				}
				if key_map["foo"].FramePressCount() > 0 {
					house.Foo = (house.Foo + 1) % 2
				}
			}

			if edit_mode {
				editMode()
			} else {
				gameMode()
			}
		}
		// Draw a cursor at the cursor - for testing an osx bug in glop.
		// zx, zy := gin.In().GetCursor("Mouse").Point()
		// render.Queue(func() {
		//   gl.Color4ub(255, 0, 0, 255)
		//   gl.Begin(gl.LINES)
		//   {
		//     gl.Vertex2i(int32(zx-25), int32(zy))
		//     gl.Vertex2i(int32(zx+25), int32(zy))
		//     gl.Vertex2i(int32(zx), int32(zy-25))
		//     gl.Vertex2i(int32(zx), int32(zy+25))
		//   }
		//   gl.End()
		// })
	}
}