doukutsu-rs/src/scene/loading_scene.rs

83 lines
2.9 KiB
Rust

use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::framework::filesystem;
use crate::npc::NPCTable;
use crate::scene::no_data_scene::NoDataScene;
use crate::scene::Scene;
use crate::shared_game_state::SharedGameState;
use crate::stage::StageData;
use crate::scripting::tsc::text_script::TextScript;
pub struct LoadingScene {
tick: usize,
}
impl LoadingScene {
pub fn new() -> Self {
Self {
tick: 0,
}
}
fn load_stuff(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let stages = StageData::load_stage_table(ctx, &state.base_path)?;
state.stages = stages;
let npc_tbl = filesystem::open(ctx, [&state.base_path, "/npc.tbl"].join(""))?;
let npc_table = NPCTable::load_from(npc_tbl)?;
state.npc_table = npc_table;
let head_tsc = filesystem::open(ctx, [&state.base_path, "/Head.tsc"].join(""))?;
let head_script = TextScript::load_from(head_tsc, &state.constants)?;
state.textscript_vm.set_global_script(head_script);
let arms_item_tsc = filesystem::open(ctx, [&state.base_path, "/ArmsItem.tsc"].join(""))?;
let arms_item_script = TextScript::load_from(arms_item_tsc, &state.constants)?;
state.textscript_vm.set_inventory_script(arms_item_script);
let stage_select_tsc = filesystem::open(ctx, [&state.base_path, "/StageSelect.tsc"].join(""))?;
let stage_select_script = TextScript::load_from(stage_select_tsc, &state.constants)?;
state.textscript_vm.set_stage_select_script(stage_select_script);
if ctx.headless {
log::info!("Headless mode detected, skipping intro and loading last saved game.");
state.load_or_start_game(ctx)?;
} else {
state.start_intro(ctx)?;
}
Ok(())
}
}
impl Scene for LoadingScene {
fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
// deferred to let the loading image draw
if self.tick == 1 {
if let Err(err) = self.load_stuff(state, ctx) {
log::error!("Failed to load game data: {}", err);
state.next_scene = Some(Box::new(NoDataScene::new(err)));
}
}
self.tick += 1;
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
match state.texture_set.get_or_load_batch(ctx, &state.constants, "Loading") {
Ok(batch) => {
batch.add(((state.canvas_size.0 - batch.width() as f32) / 2.0).floor(),
((state.canvas_size.1 - batch.height() as f32) / 2.0).floor());
batch.draw(ctx)?;
}
Err(err) => {
log::error!("Failed to load game data: {}", err);
state.next_scene = Some(Box::new(NoDataScene::new(err)));
}
}
Ok(())
}
}