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main.go
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main.go
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// Copyright 2017 Daniel Salvadori. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package main
import (
"github.com/g3n/engine/app"
"github.com/g3n/engine/audio"
"github.com/g3n/engine/camera"
"github.com/g3n/engine/core"
"github.com/g3n/engine/geometry"
"github.com/g3n/engine/gls"
"github.com/g3n/engine/graphic"
"github.com/g3n/engine/gui"
"github.com/g3n/engine/light"
"github.com/g3n/engine/loader/obj"
"github.com/g3n/engine/material"
"github.com/g3n/engine/math32"
"github.com/g3n/engine/renderer"
"github.com/g3n/engine/util/logger"
"github.com/g3n/engine/window"
"flag"
"fmt"
"io/ioutil"
"strconv"
"time"
)
// ____ _ _
// / ___| ___ | | _____ | |__ __ _ _ __
// | | _ / _ \| |/ / _ \| '_ \ / _` | '_ \
// | |_| | (_) | < (_) | |_) | (_| | | | |
// \____|\___/|_|\_\___/|_.__/ \__,_|_| |_|
//
const CREDITS_LINE1 string = "Open source game by Daniel Salvadori (github.com/danaugrs/gokoban). Written in Go and powered by g3n (github.com/g3n/engine)."
const CREDITS_LINE2 string = "Music by Eric Matyas (www.soundimage.org)."
const INSTRUCTIONS_LINE1 string = "Click and drag to look around. Use the mouse wheel to zoom."
const INSTRUCTIONS_LINE2 string = "Use WASD or the arrow keys to move the gopher relative to the camera."
const INSTRUCTIONS_LINE3 string = "Push the box on top the yellow pad, Gopher!"
const INSTRUCTIONS_LINE3_COMPLETE string = "Well done! Proceed to the next level by clicking on the top right corner."
var log *logger.Logger
type Gokoban struct {
*app.Application
scene *core.Node
camera *camera.Camera
orbit *camera.OrbitControl
userData *UserData
levelScene *core.Node
levelStyle *LevelStyle
levels []*Level
level *Level
leveln int
stepDelta *math32.Vector2
gopherLocked bool
gopherNode *core.Node
arrowNode *core.Node
steps int
// User interface
ui *UI
// Sounds and music
audio *Audio
}
// RestartLevel restarts the current level
func (g *Gokoban) RestartLevel(playSound bool) {
log.Debug("Restart Level")
firstLevel := g.leveln == 0
if firstLevel {
g.ui.instructions3.SetText(INSTRUCTIONS_LINE3)
}
g.ui.instructions1.SetVisible(firstLevel)
g.ui.instructions2.SetVisible(firstLevel)
g.ui.instructions3.SetVisible(firstLevel)
g.ui.instructionsRestart.SetVisible(firstLevel)
g.ui.instructionsMenu.SetVisible(firstLevel)
g.arrowNode.SetVisible(firstLevel)
g.levels[g.leveln].Restart(playSound)
g.gopherLocked = false
}
// NextLevel loads the next level if exists
func (g *Gokoban) NextLevel() {
log.Debug("Next Level")
if g.leveln < len(g.levels)-1 {
g.InitLevel(g.leveln + 1)
}
}
// PreviousLevel loads the previous level if exists
func (g *Gokoban) PreviousLevel() {
log.Debug("Previous Level")
if g.leveln > 0 {
g.InitLevel(g.leveln - 1)
}
}
// ToggleFullScreen toggles whether is game is fullscreen or windowed
func (g *Gokoban) ToggleFullScreen() {
log.Debug("Toggle FullScreen")
g.IWindow.(*window.GlfwWindow).SetFullScreen(!g.IWindow.(*window.GlfwWindow).FullScreen())
}
// Quit saves the user data and quits the game
func (g *Gokoban) Quit() {
log.Debug("Quit")
// Copy settings into user data and save
g.userData.SfxVol = g.ui.sfxSlider.Value()
g.userData.MusicVol = g.ui.musicSlider.Value()
g.userData.FullScreen = g.IWindow.(*window.GlfwWindow).FullScreen()
g.userData.Save()
// Close the window
g.Exit()
}
// onKey handles keyboard events for the game
func (g *Gokoban) onKey(evname string, ev interface{}) {
kev := ev.(*window.KeyEvent)
switch kev.Key {
case window.KeyEscape:
g.ui.ToggleMenu()
case window.KeyF:
g.ToggleFullScreen()
case window.KeyR:
if !g.ui.inMenu && g.steps > 0 {
g.RestartLevel(true)
}
}
}
// onMouse handles mouse events for the game
func (g *Gokoban) onMouse(evname string, ev interface{}) {
mev := ev.(*window.MouseEvent)
if !g.gopherLocked && g.leveln > 0 {
// Mouse button pressed
if evname == window.OnMouseDown {
// Left button pressed
if mev.Button == window.MouseButtonLeft {
g.arrowNode.SetVisible(true)
}
} else if evname == window.OnMouseUp {
g.arrowNode.SetVisible(false)
}
}
}
// onCursor handles cursor movement for the game
func (g *Gokoban) onCursor(evname string, ev interface{}) {
// Calculate direction of potential movement based on camera angle
var dir math32.Vector3
g.camera.WorldDirection(&dir)
g.stepDelta.Set(0, 0)
if math32.Abs(dir.Z) > math32.Abs(dir.X) {
if dir.Z > 0 {
g.arrowNode.SetRotationY(3 * math32.Pi / 2)
g.stepDelta.Y = 1
} else {
g.arrowNode.SetRotationY(1 * math32.Pi / 2)
g.stepDelta.Y = -1
}
} else {
if dir.X > 0 {
g.arrowNode.SetRotationY(4 * math32.Pi / 2)
g.stepDelta.X = 1
} else {
g.arrowNode.SetRotationY(2 * math32.Pi / 2)
g.stepDelta.X = -1
}
}
}
// LevelComplete updates and saves user data, enables the next button if appropriate, and checks for game completion
func (g *Gokoban) LevelComplete() {
log.Debug("Level Complete")
if g.leveln == 0 {
g.ui.instructions3.SetText(INSTRUCTIONS_LINE3_COMPLETE)
}
if g.userData.LastUnlockedLevel == g.leveln {
g.userData.LastUnlockedLevel++
g.userData.Save()
if g.userData.LastUnlockedLevel < len(g.levels) {
g.ui.nextButton.SetEnabled(true)
}
if g.userData.LastUnlockedLevel == len(g.levels) {
g.GameCompleted()
}
}
}
// GameCompleted stops the music, plays the the winning sound, and changes the title image to say "Completed"
func (g *Gokoban) GameCompleted() {
log.Debug("Game Completed")
g.audio.musicGame.Stop()
g.audio.gameComplete.Play()
g.ui.titleImage.SetImage(gui.ButtonDisabled, "./gui/title3_completed.png")
}
// InitLevel initializes the level associated to the provided index
func (g *Gokoban) InitLevel(n int) {
log.Debug("Initializing Level %v", n+1)
// Always enable the button to return to the previous level except when we are in the very first level
g.ui.prevButton.SetEnabled(n != 0)
// The button to go to the next level has 3 different states: disabled, locked and enabled
// If this is the very last level - disable it completely
if n == len(g.levels)-1 {
g.ui.nextButton.SetImage(gui.ButtonDisabled, "./gui/right_disabled2.png")
g.ui.nextButton.SetEnabled(false)
} else {
g.ui.nextButton.SetImage(gui.ButtonDisabled, "./gui/right_disabled_locked.png")
// check last completed level
if g.userData.LastUnlockedLevel == n {
g.ui.nextButton.SetEnabled(false)
} else {
g.ui.nextButton.SetEnabled(true)
}
}
// Remove level.scene from levelScene and unsubscribe from events
if len(g.levelScene.Children()) > 0 {
g.levelScene.Remove(g.level.scene)
g.UnsubscribeID(window.OnKeyDown, g.leveln)
}
// Update current level index and level reference
g.leveln = n
g.userData.LastLevel = n
g.level = g.levels[g.leveln]
g.RestartLevel(false)
g.level.gopherNodeRotate.Add(g.gopherNode)
g.level.gopherNodeTranslate.Add(g.arrowNode)
// Update level text and resize GUI
g.ui.levelLabelText.SetText("Level " + strconv.Itoa(n+1))
width, height := g.GetFramebufferSize()
g.ui.Resize(width, height)
g.levelScene.Add(g.level.scene)
g.SubscribeID(window.OnKeyDown, g.leveln, g.level.onKey)
}
// LoadLevels reads and parses the level files inside ./levels, building an array of Level objects
func (g *Gokoban) LoadLevels() {
log.Debug("Load Levels")
files, _ := ioutil.ReadDir("./levels")
g.levels = make([]*Level, len(files)-1)
for i, f := range files {
// Skip README.md
if f.Name() == "README.md" {
continue
}
log.Debug("Reading level file: %v as level %v", f.Name(), i+1)
// Read level text file
b, err := ioutil.ReadFile("./levels/" + f.Name())
if err != nil {
fmt.Print(err)
}
str := string(b) // convert content to a 'string'
log.Debug("Parsing level " + strconv.Itoa(i+1))
// Parse level data
ld, errParse := ParseLevel(str)
if errParse != nil {
panic(errParse)
}
log.Debug("Building level " + strconv.Itoa(i+1))
// Build level
g.levels[i] = NewLevel(g, ld, g.levelStyle)
}
}
// LoadSkybox loads the space skybox and adds it to the scene
func (g *Gokoban) LoadSkyBox() {
log.Debug("Creating Skybox...")
// Load skybox textures
skyboxData := graphic.SkyboxData{"./img/skybox/", "jpg", [6]string{"px", "nx", "py", "ny", "pz", "nz"}}
skybox, err := graphic.NewSkybox(skyboxData)
if err != nil {
panic(err)
}
g.scene.Add(skybox)
log.Debug("Done creating skybox")
}
// LoadGopher loads the gopher model and adds to it the sound players associated to it
func (g *Gokoban) LoadGopher() {
log.Debug("Decoding gopher model...")
// Decode model in OBJ format
dec, err := obj.Decode("./gopher/gopher.obj", "./gopher/gopher.mtl")
if err != nil {
panic(err.Error())
}
// Create a new node with all the objects in the decoded file and adds it to the scene
gopherTop, err := dec.NewGroup()
if err != nil {
panic(err.Error())
}
g.gopherNode = core.NewNode()
g.gopherNode.Add(gopherTop)
log.Debug("Done decoding gopher model")
// Add gopher-related sound players to gopher node for correct 3D sound positioning
g.gopherNode.Add(g.audio.gopherWalk)
g.gopherNode.Add(g.audio.gopherBump)
g.gopherNode.Add(g.audio.gopherHurt)
g.gopherNode.Add(g.audio.gopherFallStart)
g.gopherNode.Add(g.audio.gopherFallEnd)
}
// NewArrowGeometry returns a pointer to a new arrow-shaped Geometry
func NewArrowGeometry(p float32) *geometry.Geometry {
// Builds array with vertex positions and texture coordinates
positions := math32.NewArrayF32(0, 20)
positions.Append(
0, 0.25, 0, 0, 0, 1,
0, -0.25, 0, 0, 0, 1,
1, -0.25, 0, 0, 0, 1,
1, 0.25, 0, 0, 0, 1,
1, 0.25+p, 0, 0, 0, 1,
1, -0.25-p, 0, 0, 0, 1,
2, 0, 0, 0, 0, 1,
)
// Builds array of indices
indices := math32.NewArrayU32(0, 6)
indices.Append(
0, 1, 2,
0, 2, 3,
4, 5, 6,
)
// Creates geometry
geom := geometry.NewGeometry()
geom.SetIndices(indices)
geom.AddVBO(gls.NewVBO(positions).
AddAttrib(gls.VertexPosition).
AddAttrib(gls.VertexNormal),
)
return geom
}
// Create the four arrows shown on top of the Gopher
func (g *Gokoban) CreateArrowNode() {
g.arrowNode = core.NewNode()
arrowGeom := NewArrowGeometry(0.5)
arrowMaterial := material.NewStandard(&math32.Color{0.628, 0.882, 0.1})
arrowMaterial.SetSide(material.SideDouble)
arrowMesh := graphic.NewMesh(arrowGeom, arrowMaterial)
arrowMesh.SetScale(0.2, 0.2, 1)
arrowMesh.SetPosition(0, 0.6, 0)
arrowMesh.SetRotationX(-math32.Pi / 2)
g.arrowNode.Add(arrowMesh)
arrowMeshLeft := graphic.NewMesh(arrowGeom, arrowMaterial)
arrowMeshLeft.SetScale(0.1, 0.1, 1)
arrowMeshLeft.SetPosition(0, 0.6, 0)
arrowMeshLeft.SetRotationX(-math32.Pi / 2)
arrowMeshLeft.SetRotationY(-math32.Pi / 2)
g.arrowNode.Add(arrowMeshLeft)
arrowMeshRight := graphic.NewMesh(arrowGeom, arrowMaterial)
arrowMeshRight.SetScale(0.1, 0.1, 1)
arrowMeshRight.SetPosition(0, 0.6, 0)
arrowMeshRight.SetRotationX(-math32.Pi / 2)
arrowMeshRight.SetRotationY(math32.Pi / 2)
g.arrowNode.Add(arrowMeshRight)
arrowMeshBack := graphic.NewMesh(arrowGeom, arrowMaterial)
arrowMeshBack.SetScale(0.1, 0.1, 1)
arrowMeshBack.SetPosition(0, 0.6, 0)
arrowMeshBack.SetRotationX(-math32.Pi / 2)
arrowMeshBack.SetRotationY(2 * math32.Pi / 2)
g.arrowNode.Add(arrowMeshBack)
arrowMaterialB := material.NewStandard(math32.NewColor("black"))
arrowMaterialB.SetSide(material.SideDouble)
arrowGeomB := NewArrowGeometry(0.5)
positions := arrowGeomB.VBO(gls.VertexPosition)
buffer := math32.NewArrayF32(0, 20)
buffer.Append(
-0.1, 0.35, 0, 0, 0, 1,
-0.1, -0.35, 0, 0, 0, 1,
0.9, -0.35, 0, 0, 0, 1,
0.9, 0.35, 0, 0, 0, 1,
0.9, 0.95, 0, 0, 0, 1,
0.9, -0.95, 0, 0, 0, 1,
2.2, 0, 0, 0, 0, 1,
)
positions.SetBuffer(buffer)
arrowMeshB := graphic.NewMesh(arrowGeomB, arrowMaterialB)
arrowMeshB.SetScale(0.175, 0.175, 1)
arrowMeshB.SetPosition(0.034, 0.599, 0)
arrowMeshB.SetRotationX(-math32.Pi / 2)
g.arrowNode.Add(arrowMeshB)
arrowMeshLeftB := graphic.NewMesh(arrowGeomB, arrowMaterialB)
arrowMeshLeftB.SetScale(0.1, 0.1, 1)
arrowMeshLeftB.SetPosition(0, 0.599, 0)
arrowMeshLeftB.SetRotationX(-math32.Pi / 2)
arrowMeshLeftB.SetRotationY(-math32.Pi / 2)
g.arrowNode.Add(arrowMeshLeftB)
arrowMeshRightB := graphic.NewMesh(arrowGeomB, arrowMaterialB)
arrowMeshRightB.SetScale(0.1, 0.1, 1)
arrowMeshRightB.SetPosition(0, 0.599, 0)
arrowMeshRightB.SetRotationX(-math32.Pi / 2)
arrowMeshRightB.SetRotationY(math32.Pi / 2)
g.arrowNode.Add(arrowMeshRightB)
arrowMeshBackB := graphic.NewMesh(arrowGeomB, arrowMaterialB)
arrowMeshBackB.SetScale(0.1, 0.1, 1)
arrowMeshBackB.SetPosition(0, 0.599, 0)
arrowMeshBackB.SetRotationX(-math32.Pi / 2)
arrowMeshBackB.SetRotationY(2 * math32.Pi / 2)
g.arrowNode.Add(arrowMeshBackB)
arrowMeshBB := graphic.NewMesh(arrowGeom, arrowMaterial)
arrowMeshBB.SetScale(0.2, 0.2, 1)
arrowMeshBB.SetPosition(0, 0.598, 0)
arrowMeshBB.SetRotationX(-math32.Pi / 2)
g.arrowNode.Add(arrowMeshBB)
arrowMeshLeftBB := graphic.NewMesh(arrowGeom, arrowMaterial)
arrowMeshLeftBB.SetScale(0.1, 0.1, 1)
arrowMeshLeftBB.SetPosition(0, 0.598, 0)
arrowMeshLeftBB.SetRotationX(-math32.Pi / 2)
arrowMeshLeftBB.SetRotationY(-math32.Pi / 2)
g.arrowNode.Add(arrowMeshLeftBB)
arrowMeshRightBB := graphic.NewMesh(arrowGeom, arrowMaterial)
arrowMeshRightBB.SetScale(0.1, 0.1, 1)
arrowMeshRightBB.SetPosition(0, 0.598, 0)
arrowMeshRightBB.SetRotationX(-math32.Pi / 2)
arrowMeshRightBB.SetRotationY(math32.Pi / 2)
g.arrowNode.Add(arrowMeshRightBB)
arrowMeshBackBB := graphic.NewMesh(arrowGeom, arrowMaterial)
arrowMeshBackBB.SetScale(0.1, 0.1, 1)
arrowMeshBackBB.SetPosition(0, 0.598, 0)
arrowMeshBackBB.SetRotationX(-math32.Pi / 2)
arrowMeshBackBB.SetRotationY(2 * math32.Pi / 2)
g.arrowNode.Add(arrowMeshBackBB)
}
// OnWindowResize is default handler for window resize events.
func (g *Gokoban) OnWindowResize() {
// Get framebuffer size and set the viewport accordingly
width, height := g.GetFramebufferSize()
g.Gls().Viewport(0, 0, int32(width), int32(height))
// Set camera aspect ratio
g.camera.SetAspect(float32(width) / float32(height))
// Update UI
g.ui.Resize(width, height)
}
func main() {
// Parse command line flags
oDebug := flag.Bool("debug", false, "display the debug log and check OpenGL errors")
flag.Parse()
// Create logger
log = logger.New("Gokoban", nil)
log.AddWriter(logger.NewConsole(false))
log.SetFormat(logger.FTIME | logger.FMICROS)
if *oDebug == true {
log.SetLevel(logger.DEBUG)
} else {
log.SetLevel(logger.INFO)
}
log.Info("Initializing Gokoban")
// Create Gokoban instance and initialize the G3N application
g := new(Gokoban)
g.Application = app.App(1280, 920, "Gokoban")
// Log OpenGL version
log.Debug("OpenGL version: %s", g.Gls().GetString(gls.VERSION))
// Speed up a bit by not checking OpenGL errors (only if not debugging)
if *oDebug == false {
g.Gls().SetCheckErrors(false)
}
// Load or create user data file
g.userData = LoadOrCreateUserData()
// Change to full screen if user prefers it
g.IWindow.(*window.GlfwWindow).SetFullScreen(g.userData.FullScreen)
// Create main scene and child levelScene
g.scene = core.NewNode()
g.levelScene = core.NewNode()
g.scene.Add(g.levelScene)
// Set the scene to be managed by the gui manager
gui.Manager().Set(g.scene)
// Create camera
width, height := g.GetFramebufferSize()
g.Gls().Viewport(0, 0, int32(width), int32(height))
aspect := float32(width) / float32(height)
g.camera = camera.New(aspect)
g.camera.SetPosition(0, 4, 5)
g.camera.LookAt(&math32.Vector3{0, 0, 0}, &math32.Vector3{0, 1, 0})
g.scene.Add(g.camera) // Add camera to scene
// Create orbit control and set limits
g.orbit = camera.NewOrbitControl(g.camera)
g.orbit.SetEnabled(camera.OrbitNone)
g.orbit.MaxPolarAngle = 2 * math32.Pi / 3
g.orbit.MinDistance = 5
g.orbit.MaxDistance = 15
// Add white ambient light to the scene
ambLight := light.NewAmbient(&math32.Color{1.0, 1.0, 1.0}, 0.4)
g.scene.Add(ambLight)
// Create initial user interface and show loading label
g.ui = NewUI(g)
g.scene.Add(g.ui)
// Render frame to show game title and loading label
g.Gls().Clear(gls.COLOR_BUFFER_BIT | gls.DEPTH_BUFFER_BIT | gls.STENCIL_BUFFER_BIT)
g.Renderer().Render(g.scene, g.camera)
g.IWindow.(*window.GlfwWindow).SwapBuffers()
log.Info("Render Frame")
// Initialize the rest of the UI
g.ui.Init()
// Set up sounds and music
g.audio = NewAudio()
// Create audio listener and add it to the current camera
listener := audio.NewListener()
cdir := g.camera.Direction()
listener.SetDirectionVec(&cdir)
g.camera.Add(listener)
// Update settings based on loaded (or newly created) user data
g.ui.UpdateMusicButton(g.userData.MusicOn)
g.ui.UpdateSfxButton(g.userData.SfxOn)
// Start the music!
g.audio.musicMenu.Play()
// Initialize step delta
g.stepDelta = math32.NewVector2(0, 0)
// Create level style
g.levelStyle = NewStandardStyle()
// Load skybox, gopher, create arrow node (above gopher's head)
g.LoadSkyBox()
g.LoadGopher()
g.CreateArrowNode()
// Load all levels
g.LoadLevels()
// Subscribe window to events
g.Subscribe(window.OnKeyDown, g.onKey)
g.Subscribe(window.OnMouseUp, g.onMouse)
g.Subscribe(window.OnMouseDown, g.onMouse)
g.Subscribe(window.OnCursor, g.onCursor)
g.Subscribe(window.OnWindowSize, func(evname string, ev interface{}) { g.OnWindowResize() })
// Check if user already completed all levels
if g.userData.LastUnlockedLevel == len(g.levels) {
g.ui.titleImage.SetImage(gui.ButtonDisabled, "./gui/title3_completed.png")
}
// Trigger window resize to recompute UI
g.OnWindowResize()
// Done Loading - hide the loading label, show the menu, and initialize the level
g.ui.loadingLabel.SetVisible(false)
g.InitLevel(g.userData.LastLevel)
g.gopherLocked = true
// Start the render loop
log.Info("Starting Render Loop")
g.Application.Run(g.Update)
}
// Update wlll called every frame
func (g *Gokoban) Update(rend *renderer.Renderer, deltaTime time.Duration) {
// Update the current level if any
if g.level != nil {
g.level.Update(deltaTime.Seconds())
}
// Clear the color, depth, and stencil buffers
g.Gls().Clear(gls.COLOR_BUFFER_BIT | gls.DEPTH_BUFFER_BIT | gls.STENCIL_BUFFER_BIT)
// Render scene
err := rend.Render(g.scene, g.camera)
if err != nil {
panic(err)
}
// Update GUI timers
gui.Manager().TimerManager.ProcessTimers()
}