Update savegame format, Allow out-of-bounds camera
Updates the savegame.json file format:
* Levels now have a UUID value assigned at first save.
* The savegame.json will now track level completion/score based on UUID,
making it robust to filename changes in either levels or levelpacks.
* The savegame file is auto-migrated on startup - for any levels not
found or have no UUID, no change is made, it's backwards compatible.
* Level Properties window adds an "Advanced" tab to show/re-roll UUID.
New JavaScript API for doodad scripts:
* `Actors.CameraFollowPlayer()` tells the camera to return focus to the
player character. Useful for "cutscene" doodads that freeze the player,
call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the
camera back to the player. (Or it will follow them at their next directional
input control).
* `Self.MoveBy(Point(x, y int))` to move the current actor a bit.
New option for the `doodad` command-line tool:
* `doodad resave <.level or .doodad>` will load and re-save a drawing, to
migrate it to the newest file format versions.
Small tweaks:
* On bounded levels, allow the camera to still follow the player if the player
finds themselves WELL far out of bounds (40 pixels margin). So on bounded
levels you can create "interior rooms" out-of-bounds to Warp Door into.
* New wallpaper: "Atmosphere" has a black starscape pattern that fades into a
solid blue atmosphere.
* Camera strictly follows the player the first 20 ticks, not 60 of level start
* If player is frozen, directional inputs do not take the camera focus back.
2023-03-08 05:55:10 +00:00
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package commands
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import (
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"fmt"
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"path/filepath"
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"strings"
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"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
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"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"github.com/urfave/cli/v2"
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)
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// Resave a Level or Doodad to adapt to file format upgrades.
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var Resave *cli.Command
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func init() {
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Resave = &cli.Command{
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Name: "resave",
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Usage: "load and re-save a level or doodad file to migrate to newer file format versions",
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ArgsUsage: "<.level or .doodad>",
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Flags: []cli.Flag{
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&cli.StringFlag{
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2024-05-24 20:54:41 +00:00
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Name: "output",
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Aliases: []string{"o"},
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Usage: "write to a different file than the input",
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Update savegame format, Allow out-of-bounds camera
Updates the savegame.json file format:
* Levels now have a UUID value assigned at first save.
* The savegame.json will now track level completion/score based on UUID,
making it robust to filename changes in either levels or levelpacks.
* The savegame file is auto-migrated on startup - for any levels not
found or have no UUID, no change is made, it's backwards compatible.
* Level Properties window adds an "Advanced" tab to show/re-roll UUID.
New JavaScript API for doodad scripts:
* `Actors.CameraFollowPlayer()` tells the camera to return focus to the
player character. Useful for "cutscene" doodads that freeze the player,
call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the
camera back to the player. (Or it will follow them at their next directional
input control).
* `Self.MoveBy(Point(x, y int))` to move the current actor a bit.
New option for the `doodad` command-line tool:
* `doodad resave <.level or .doodad>` will load and re-save a drawing, to
migrate it to the newest file format versions.
Small tweaks:
* On bounded levels, allow the camera to still follow the player if the player
finds themselves WELL far out of bounds (40 pixels margin). So on bounded
levels you can create "interior rooms" out-of-bounds to Warp Door into.
* New wallpaper: "Atmosphere" has a black starscape pattern that fades into a
solid blue atmosphere.
* Camera strictly follows the player the first 20 ticks, not 60 of level start
* If player is frozen, directional inputs do not take the camera focus back.
2023-03-08 05:55:10 +00:00
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},
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},
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Action: func(c *cli.Context) error {
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if c.NArg() < 1 {
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return cli.Exit(
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"Usage: doodad resave <.level .doodad ...>",
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1,
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)
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}
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filenames := c.Args().Slice()
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for _, filename := range filenames {
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switch strings.ToLower(filepath.Ext(filename)) {
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case enum.LevelExt:
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if err := resaveLevel(c, filename); err != nil {
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log.Error(err.Error())
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return cli.Exit("Error", 1)
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}
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case enum.DoodadExt:
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if err := resaveDoodad(c, filename); err != nil {
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log.Error(err.Error())
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return cli.Exit("Error", 1)
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}
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default:
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log.Error("File %s: not a level or doodad", filename)
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}
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}
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return nil
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},
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}
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}
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// resaveLevel shows data about a level file.
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func resaveLevel(c *cli.Context, filename string) error {
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lvl, err := level.LoadJSON(filename)
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if err != nil {
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return err
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}
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log.Info("Loaded level from file: %s", filename)
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log.Info("Last saved game version: %s", lvl.GameVersion)
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2024-05-24 20:54:41 +00:00
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// Different output filename?
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if output := c.String("output"); output != "" {
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log.Info("Output will be saved to: %s", output)
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filename = output
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}
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if err := lvl.Vacuum(); err != nil {
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log.Error("Vacuum error: %s", err)
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} else {
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log.Info("Run vacuum on level file.")
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}
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Update savegame format, Allow out-of-bounds camera
Updates the savegame.json file format:
* Levels now have a UUID value assigned at first save.
* The savegame.json will now track level completion/score based on UUID,
making it robust to filename changes in either levels or levelpacks.
* The savegame file is auto-migrated on startup - for any levels not
found or have no UUID, no change is made, it's backwards compatible.
* Level Properties window adds an "Advanced" tab to show/re-roll UUID.
New JavaScript API for doodad scripts:
* `Actors.CameraFollowPlayer()` tells the camera to return focus to the
player character. Useful for "cutscene" doodads that freeze the player,
call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the
camera back to the player. (Or it will follow them at their next directional
input control).
* `Self.MoveBy(Point(x, y int))` to move the current actor a bit.
New option for the `doodad` command-line tool:
* `doodad resave <.level or .doodad>` will load and re-save a drawing, to
migrate it to the newest file format versions.
Small tweaks:
* On bounded levels, allow the camera to still follow the player if the player
finds themselves WELL far out of bounds (40 pixels margin). So on bounded
levels you can create "interior rooms" out-of-bounds to Warp Door into.
* New wallpaper: "Atmosphere" has a black starscape pattern that fades into a
solid blue atmosphere.
* Camera strictly follows the player the first 20 ticks, not 60 of level start
* If player is frozen, directional inputs do not take the camera focus back.
2023-03-08 05:55:10 +00:00
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log.Info("Saving back to disk")
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if err := lvl.WriteJSON(filename); err != nil {
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return fmt.Errorf("couldn't write %s: %s", filename, err)
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}
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return showLevel(c, filename)
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}
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func resaveDoodad(c *cli.Context, filename string) error {
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dd, err := doodads.LoadJSON(filename)
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if err != nil {
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return err
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}
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log.Info("Loaded doodad from file: %s", filename)
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log.Info("Last saved game version: %s", dd.GameVersion)
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2024-05-24 20:54:41 +00:00
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// Different output filename?
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if output := c.String("output"); output != "" {
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log.Info("Output will be saved to: %s", output)
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filename = output
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}
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Update savegame format, Allow out-of-bounds camera
Updates the savegame.json file format:
* Levels now have a UUID value assigned at first save.
* The savegame.json will now track level completion/score based on UUID,
making it robust to filename changes in either levels or levelpacks.
* The savegame file is auto-migrated on startup - for any levels not
found or have no UUID, no change is made, it's backwards compatible.
* Level Properties window adds an "Advanced" tab to show/re-roll UUID.
New JavaScript API for doodad scripts:
* `Actors.CameraFollowPlayer()` tells the camera to return focus to the
player character. Useful for "cutscene" doodads that freeze the player,
call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the
camera back to the player. (Or it will follow them at their next directional
input control).
* `Self.MoveBy(Point(x, y int))` to move the current actor a bit.
New option for the `doodad` command-line tool:
* `doodad resave <.level or .doodad>` will load and re-save a drawing, to
migrate it to the newest file format versions.
Small tweaks:
* On bounded levels, allow the camera to still follow the player if the player
finds themselves WELL far out of bounds (40 pixels margin). So on bounded
levels you can create "interior rooms" out-of-bounds to Warp Door into.
* New wallpaper: "Atmosphere" has a black starscape pattern that fades into a
solid blue atmosphere.
* Camera strictly follows the player the first 20 ticks, not 60 of level start
* If player is frozen, directional inputs do not take the camera focus back.
2023-03-08 05:55:10 +00:00
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log.Info("Saving back to disk")
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if err := dd.WriteJSON(filename); err != nil {
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return fmt.Errorf("couldn't write %s: %s", filename, err)
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}
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return showDoodad(c, filename)
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}
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