specify whether flixel projects need to pass html5/c++ compilation
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198
projects/nat-flixel-desktop-playground/source/PlayState.kiss
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198
projects/nat-flixel-desktop-playground/source/PlayState.kiss
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(loadFrom "nat-archive-tool" "src/nat/Lib.kiss")
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// TODO store a map of Entry IDs -> EntrySprites.
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// TODO handleChanges() will need to kill every changed Entry's sprite and make a new one
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// TODO make the EntrySprite constructor assign the entry a serialized position component
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// maybe by writing a Map<String, Point> positions component so there can be multiple?
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(method &override :Void create []
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(super.create)
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(FlxG.plugins.add (new FlxMouseControl))
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// TODO find a better way to pass the archiveDir to a HaxeFlixel game
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(let [archiveDir
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(or (Sys.getEnv "NAT_DIR") (throw "NAT_DIR environment variable must be set"))
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archive
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(new Archive archiveDir)]
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(set this.archive archive)
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(new ArchiveController
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archive
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this))
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(prop &mut :FlxGroup uiGroup (new FlxGroup))
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(add uiGroup)
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(prop :FlxGroup entryGroup (new FlxGroup))
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(add entryGroup)
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(prop uiCamera (new FlxCamera 0 0 FlxG.width FlxG.height))
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(set uiCamera.bgColor FlxColor.TRANSPARENT)
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(FlxG.cameras.add uiCamera false)
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(set uiGroup.cameras [uiCamera])
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// TODO make a button that can be clicked to run typeCommand()
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// make interactible sprites for entries that have images
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// TODO allow configuring the tags at runtime and erasing/re-creating sprites later
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// TODO allow using other position keys and erasing/re-creating sprites later
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(prop &mut :EntrySpriteSystem spriteSystem)
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(set spriteSystem (new EntrySpriteSystem "!done" "Playground-MAIN" this))
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(archive.addSystem spriteSystem)
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(spriteSystem.process archive))
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(method &override :Void update [:Float elapsed]
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(super.update elapsed)
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// Press ENTER to type a command to run
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(when (and !textInput FlxG.keys.justPressed.ENTER)
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(typeCommand))
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(when (and textInput !textInput.alive)
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(set textInput null))
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// Press ESCAPE to clear the UI and cancel any input
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(when FlxG.keys.justPressed.ESCAPE
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(clearUI))
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// Scroll the UI with the mouse:
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(var UI_SCROLL_FACTOR 2)
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(+= uiCamera.y (* FlxG.mouse.wheel UI_SCROLL_FACTOR))
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// TODO allow changing the a scroll factor
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// Control the UI camera with the arrow keys, and the playground camera with wasd:
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(var KEYBOARD_SCROLL_SPEED 200)
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(method cameraKeyControl [:FlxCamera camera :Void->Bool leftKey :Void->Bool rightKey :Void->Bool upKey :Void->Bool downKey]
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// but not when textInput is focused
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(unless (and textInput textInput.hasFocus)
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(let [scrollPerSec (/ KEYBOARD_SCROLL_SPEED 60)
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&mut :FlxVector movement (new FlxPoint)]
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(when (leftKey) (-= movement.x 1))
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(when (rightKey) (+= movement.x 1))
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(when (upKey) (-= movement.y 1))
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(when (downKey) (+= movement.y 1))
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(when (< 0 movement.length)
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(set movement (movement.normalize)))
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(movement.scale scrollPerSec)
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(+= camera.scroll.x movement.x)
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(+= camera.scroll.y movement.y))))
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// don't move the ui camera before ui has been placed -- new UI elements could appear offscreen
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(when (> uiGroup.length 0)
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(cameraKeyControl uiCamera
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->{FlxG.keys.pressed.LEFT}
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->{FlxG.keys.pressed.RIGHT}
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->{FlxG.keys.pressed.UP}
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->{FlxG.keys.pressed.DOWN}))
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(cameraKeyControl FlxG.camera
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->{FlxG.keys.pressed.A}
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->{FlxG.keys.pressed.D}
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->{FlxG.keys.pressed.W}
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->{FlxG.keys.pressed.S}))
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(method :Void typeCommand []
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(enterText
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"command to run:"
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->commandName (controller.tryRunCommand commandName)
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Math.POSITIVE_INFINITY))
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(prop &mut :ArchiveController controller)
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(prop &mut :Archive archive)
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(method :Void setController [controller]
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(set this.controller controller))
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(prop &mut :FlxText textInputLabel null)
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(prop &mut :FlxInputText textInput null)
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(method :Void enterText [prompt resolve maxLength]
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(set textInputLabel (new FlxText 0 0 300 prompt))
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(showUI textInputLabel)
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(set textInput (new FlxInputText 0 0 300 ""))
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(set textInput.hasFocus true)
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(set textInput.callback
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->:Void [text action]
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(case [text action]
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([text FlxInputText.ENTER_ACTION]
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(set textInput.callback null)
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(hideUI textInput)
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// This part is hacky...
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(set lastUI textInputLabel)
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(hideUI textInputLabel)
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(resolve text))
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//([_ FlxInputText.])
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(otherwise {})))
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(showUI textInput))
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(method :Void enterNumber [prompt resolve min max &opt inStepsOf]
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(resolve 0))
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(method :Void chooseEntry [prompt :Archive archive resolve]
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(resolve null))
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(method :Void chooseEntries [prompt archive resolve min max]
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(_chooseEntries prompt archive resolve min max []))
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// TODO is it possible to resolve with less than max?
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(method :Void _chooseEntries [prompt archive resolve min max :Array<Entry> collectedEntries]
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(let [&mut :Void->Void chooseNextEntry
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null
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_chooseNextEntry
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->:Void {(chooseEntry
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prompt
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archive
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->:Void e {(collectedEntries.push e)
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// If the maximum is reached, return it
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(if (= max collectedEntries.length)
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(resolve collectedEntries)
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// Otherwise, recurse
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(chooseNextEntry))})}]
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(set chooseNextEntry _chooseNextEntry)
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(_chooseNextEntry)))
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(method handleChanges [:Archive archive :ChangeSet changeSet]
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(doFor e changeSet
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// refresh the sprites for entries that changed data.
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// Entries whose data changed to remove them from the sprite pool will already have been removed
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// by refreshEntry()
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(when (spriteSystem.entries.exists e.id)
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(when (spriteSystem.sprites.exists e.id)
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(spriteSystem.onRemoveEntry archive e))
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(spriteSystem.processEntry archive e))))
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(prop &mut :Int uiY 0)
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(prop &mut :FlxSprite lastUI null)
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(method :Void showUI [:FlxSprite ui]
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(set ui.y uiY)
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(uiGroup.add ui)
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(set lastUI ui)
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(+= uiY ui.height)
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(when (> uiY FlxG.height) (+= uiCamera.scroll.y ui.height)))
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(method :Void hideUI [:FlxSprite ui]
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(uiGroup.remove ui)
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(ui.kill)
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(when (= lastUI ui) (-= uiY ui.height)))
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(method :Void displayMessage [:String message]
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(let [messageText (new FlxText 0 0 0 (message.replace "\n" "|"))]
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(showUI messageText)))
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(method :Void clearUI []
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(uiGroup.kill)
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(set uiGroup (new FlxGroup))
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(set uiGroup.cameras [uiCamera])
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(add uiGroup)
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(set uiY 0)
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(set uiCamera.scroll.x 0)
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(set uiCamera.scroll.y 0))
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(method :Void reportError [:String error]
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(let [text (new FlxText 0 0 0 (error.replace "\n" "|"))]
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(text.setFormat null 8 FlxColor.RED)
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(showUI text)))
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