2018-09-26 17:04:46 +00:00
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package doodads
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import (
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2022-09-24 22:17:25 +00:00
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
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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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2019-12-28 03:16:34 +00:00
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"git.kirsle.net/go/render"
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2018-09-26 17:04:46 +00:00
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)
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// Doodad is a reusable component for Levels that have scripts and graphics.
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type Doodad struct {
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level.Base
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Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
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Filename string `json:"-"` // used internally, not saved in json
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Hidden bool `json:"hidden,omitempty"`
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Palette *level.Palette `json:"palette"`
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2023-02-17 05:47:18 +00:00
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Size render.Rect `json:"size"` // doodad dimensions
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Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
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Script string `json:"script"`
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Hitbox render.Rect `json:"hitbox"`
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Layers []Layer `json:"layers"`
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Tags map[string]string `json:"data"` // arbitrary key/value data storage
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Options map[string]*Option `json:"options"` // runtime options for a doodad
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2021-10-11 23:10:04 +00:00
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// Undo history, temporary live data not persisted to the level file.
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2022-01-09 21:16:29 +00:00
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UndoHistory *drawtool.History `json:"-"`
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2018-09-26 17:04:46 +00:00
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}
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// Layer holds a layer of drawing data for a Doodad.
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type Layer struct {
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Name string `json:"name"`
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Chunker *level.Chunker `json:"chunks"`
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}
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2023-02-17 05:47:18 +00:00
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/*
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New creates a new Doodad.
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You can give it one or two values for dimensions:
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- New(size int) creates a square doodad (classic)
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- New(width, height int) lets you have a different width x height.
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*/
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func New(dimensions ...int) *Doodad {
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var (
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// Defaults
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2023-02-18 05:09:11 +00:00
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size int
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chunkSize uint8
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2023-02-17 05:47:18 +00:00
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width int
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height int
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)
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switch len(dimensions) {
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case 1:
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2023-02-18 05:09:11 +00:00
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width, height = dimensions[0], dimensions[0]
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2023-02-17 05:47:18 +00:00
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case 2:
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width, height = dimensions[0], dimensions[1]
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}
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2023-02-18 05:09:11 +00:00
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// Set the desired chunkSize to be the largest dimension.
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if width > height {
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size = width
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} else {
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size = height
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}
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// If no size at all, fall back on the default.
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if size == 0 {
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size = int(balance.ChunkSize)
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2023-02-17 05:47:18 +00:00
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}
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// Pick an optimal chunk size - if our doodad size
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// is under 256 use only one chunk per layer by matching
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// that size.
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if size <= 255 {
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chunkSize = uint8(size)
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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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} else {
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chunkSize = balance.ChunkSize
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2018-09-26 17:04:46 +00:00
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}
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return &Doodad{
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Base: level.Base{
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Version: 1,
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},
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Palette: level.DefaultPalette(),
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2023-02-17 05:47:18 +00:00
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Hitbox: render.NewRect(width, height),
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Size: render.NewRect(width, height),
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2018-09-26 17:04:46 +00:00
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Layers: []Layer{
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{
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Name: "main",
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2023-02-17 05:47:18 +00:00
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Chunker: level.NewChunker(chunkSize),
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2018-09-26 17:04:46 +00:00
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},
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},
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2021-10-11 23:10:04 +00:00
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Tags: map[string]string{},
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Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
on your level to customize properties about the doodad. They're like "Tags"
except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
clicking on the gear icon will open a new "Actor Properties" window which
shows metadata (title, author, ID, position) and an Options tab to configure
the actor's options.
Updates to the scripting API:
* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
neither the actor nor its doodad have the option defined. The return type
will be correctly a string, boolean or integer type.
Updates to the doodad command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing a
.level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.
Options added to the game's built-in doodads:
* Warp Doors: "locked (exit only)" will make it so the door can not be opened
by the player, giving the "locked" message (as if it had no linked door),
but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
default when the level begins instead of closed. A switch or a button that
removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
default with the gemstone inserted. No power signal will be emitted; it is
cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-10 00:41:24 +00:00
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Options: map[string]*Option{},
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2021-10-11 23:10:04 +00:00
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UndoHistory: drawtool.NewHistory(balance.UndoHistory),
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2018-09-26 17:04:46 +00:00
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}
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}
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2022-04-30 03:34:59 +00:00
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// AddLayer adds a new layer to the doodad. Call this rather than appending
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// your own layer so it points the Zipfile and layer number in. The chunker
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// is optional - pass nil and a new blank chunker is created.
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func (d *Doodad) AddLayer(name string, chunker *level.Chunker) Layer {
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if chunker == nil {
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2023-02-17 05:47:18 +00:00
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chunker = level.NewChunker(d.ChunkSize8())
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2022-04-30 03:34:59 +00:00
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}
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layer := Layer{
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Name: name,
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Chunker: chunker,
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}
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layer.Chunker.Layer = len(d.Layers)
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d.Layers = append(d.Layers, layer)
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d.Inflate()
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return layer
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}
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2022-04-09 21:41:24 +00:00
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// Teardown cleans up texture cache memory when the doodad is no longer needed by the game.
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func (d *Doodad) Teardown() {
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var (
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chunks int
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textures int
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)
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for _, layer := range d.Layers {
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for coord := range layer.Chunker.IterChunks() {
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if chunk, ok := layer.Chunker.GetChunk(coord); ok {
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freed := chunk.Teardown()
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chunks++
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textures += freed
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}
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}
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}
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// Debug log if any textures were actually freed.
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if textures > 0 {
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log.Debug("Teardown doodad (%s): Freed %d textures across %d chunks", d.Title, textures, chunks)
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}
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}
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2020-01-03 06:12:20 +00:00
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// Tag gets a value from the doodad's tags.
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func (d *Doodad) Tag(name string) string {
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if v, ok := d.Tags[name]; ok {
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return v
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}
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log.Warn("Doodad(%s).Tag(%s): tag not defined", d.Title, name)
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return ""
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}
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2018-10-20 22:42:49 +00:00
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// ChunkSize returns the chunk size of the Doodad's first layer.
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func (d *Doodad) ChunkSize() int {
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2023-02-17 05:47:18 +00:00
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return int(d.Layers[0].Chunker.Size)
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}
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// ChunkSize8 returns the chunk size of the Doodad's first layer as its actual uint8 value.
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func (d *Doodad) ChunkSize8() uint8 {
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2018-10-20 22:42:49 +00:00
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return d.Layers[0].Chunker.Size
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}
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// Rect returns a rect of the ChunkSize for scaling a Canvas widget.
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func (d *Doodad) Rect() render.Rect {
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2023-02-17 05:47:18 +00:00
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var size = int(d.ChunkSize())
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2018-10-20 22:42:49 +00:00
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return render.Rect{
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2019-12-28 03:16:34 +00:00
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W: size,
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H: size,
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2018-10-20 22:42:49 +00:00
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}
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}
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2018-09-26 17:04:46 +00:00
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// Inflate attaches the pixels to their swatches after loading from disk.
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func (d *Doodad) Inflate() {
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d.Palette.Inflate()
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2022-04-30 03:34:59 +00:00
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for i, layer := range d.Layers {
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layer.Chunker.Layer = i
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2018-09-26 17:04:46 +00:00
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layer.Chunker.Inflate(d.Palette)
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}
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}
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