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level_basic_scene.go
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60 lines (51 loc) · 1.39 KB
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package main
type SceneLevelsBasic struct {
level Level
levelSettings LevelSettings
playerSettings [TotalPlayerCount]PlayerSettings
}
func NewSceneLevelsBasic() SceneLevelsBasic {
return SceneLevelsBasic{
levelSettings: LevelSettings{
sceneId: LevelBasic,
stonesPerPlayer: 6,
backgroundColor: BG_COLOR,
},
playerSettings: [TotalPlayerCount]PlayerSettings{
PlayerOne: getPlayer("you", HumanPlayerPalette1, false),
PlayerTwo: getPlayer("cpu", CpuPlayerPalette1, true),
},
}
}
func (scene *SceneLevelsBasic) Init(data any, window *Window) {
// init
level := newLevel(
scene.levelSettings,
scene.playerSettings,
)
level.init(window)
scene.level = level
}
func (scene *SceneLevelsBasic) GetId() SceneId {
return LevelBasic
}
func (scene *SceneLevelsBasic) HandleUserInput(window *Window) {
scene.level.handleUserInput(window)
}
func (scene *SceneLevelsBasic) Update(window *Window) (SceneId, any) {
nextSceneId := scene.GetId()
var levelData any = nil
if scene.level.status != Stopped {
scene.level.update(window)
if scene.level.status == Finished { // TODO: this needs to be elaborate - is it a win, is it a loss?
nextSceneId = Transition
levelData = &scene.level
}
}
return nextSceneId, levelData
}
func (scene *SceneLevelsBasic) Draw(window *Window) {
scene.level.draw(window)
}
func (scene *SceneLevelsBasic) Teardown(window *Window) {
}