Choice of palette when creating a new level

* In the "New Level" dialog, a "Palette:" option shows a MenuButton
  drop-down with options: Default, Colored Pencil, and Blueprint. These
  control the set of colors the new level starts with.
loading-screen
Noah 2021-06-05 20:50:56 -07:00
parent be47dc21c7
commit 3d8eedce35
6 changed files with 196 additions and 7 deletions

7
debug-af.sh Executable file
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@ -0,0 +1,7 @@
#!/bin/bash
export DEBUG_CHUNK_COLOR=FFFF0066
export DEBUG_CANVAS_LABEL=1
export DEBUG_CHUNK_COLOR=00FF00AA
export DEBUG_CANVAS_BORDER=0FF
go run cmd/doodle/main.go --experimental --debug

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@ -3,13 +3,16 @@ package balance
// Feature Flags to turn on/off experimental content.
var Feature = feature{
Zoom: false,
ChangePalette: false,
}
// FeaturesOn turns on all feature flags, from CLI --experimental option.
func FeaturesOn() {
Feature.Zoom = true
Feature.ChangePalette = true
}
type feature struct {
Zoom bool
ChangePalette bool
}

View File

@ -4,7 +4,7 @@ package branding
const (
AppName = "Sketchy Maze"
Summary = "A drawing-based maze game"
Version = "0.5.0-alpha"
Version = "0.6.0-alpha"
Website = "https://www.sketchymaze.com"
Copyright = "2021 Noah Petherbridge"

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@ -0,0 +1,99 @@
package level
import (
"git.kirsle.net/go/render"
)
// Some choice of palettes.
var (
DefaultPaletteNames = []string{
"Default",
"Colored Pencil",
"Blueprint",
}
DefaultPalettes = map[string]*Palette{
"Default": &Palette{
Swatches: []*Swatch{
&Swatch{
Name: "solid",
Color: render.Black,
Solid: true,
},
&Swatch{
Name: "decoration",
Color: render.Grey,
},
&Swatch{
Name: "fire",
Color: render.Red,
Fire: true,
},
&Swatch{
Name: "water",
Color: render.RGBA(0, 0, 255, 180),
Water: true,
},
},
},
"Colored Pencil": &Palette{
Swatches: []*Swatch{
&Swatch{
Name: "grass",
Color: render.DarkGreen,
Solid: true,
},
&Swatch{
Name: "dirt",
Color: render.RGBA(100, 64, 0, 255),
Solid: true,
},
&Swatch{
Name: "stone",
Color: render.DarkGrey,
Solid: true,
},
&Swatch{
Name: "fire",
Color: render.Red,
Fire: true,
},
&Swatch{
Name: "water",
Color: render.RGBA(0, 153, 255, 255),
Water: true,
},
},
},
"Blueprint": &Palette{
Swatches: []*Swatch{
&Swatch{
Name: "solid",
Color: render.RGBA(254, 254, 254, 255),
Solid: true,
},
&Swatch{
Name: "decoration",
Color: render.Grey,
},
&Swatch{
Name: "fire",
Color: render.RGBA(255, 80, 0, 255),
Fire: true,
},
&Swatch{
Name: "water",
Color: render.RGBA(0, 153, 255, 255),
Water: true,
},
&Swatch{
Name: "electric",
Color: render.RGBA(255, 255, 0, 255),
Solid: true,
},
},
},
}
)

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@ -43,6 +43,11 @@ func (s *MenuScene) Name() string {
return "Menu"
}
// DebugGetWindow surfaces the underlying private window.
func (s *MenuScene) DebugGetWindow() *ui.Window {
return s.window
}
// GotoNewMenu loads the MenuScene and shows the "New" window.
func (d *Doodle) GotoNewMenu() {
log.Info("Loading the MenuScene to the New window")

View File

@ -3,6 +3,7 @@ package windows
import (
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/modal"
"git.kirsle.net/apps/doodle/pkg/shmem"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
@ -28,14 +29,18 @@ func NewAddEditLevel(config AddEditLevel) *ui.Window {
var (
newPageType = level.Bounded.String()
newWallpaper = "notebook.png"
paletteName = level.DefaultPaletteNames[0]
isNewLevel = config.EditLevel == nil
title = "New Drawing"
textCurrentPalette = "Keep current palette"
)
// Given a level to edit?
if config.EditLevel != nil {
newPageType = config.EditLevel.PageType.String()
newWallpaper = config.EditLevel.Wallpaper
paletteName = textCurrentPalette
title = "Page Settings"
}
@ -128,12 +133,14 @@ func NewAddEditLevel(config AddEditLevel) *ui.Window {
frame.Pack(label2, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 2,
})
wpFrame := ui.NewFrame("Wallpaper Frame")
frame.Pack(wpFrame, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 2,
})
type wallpaperObj struct {
@ -164,9 +171,69 @@ func NewAddEditLevel(config AddEditLevel) *ui.Window {
Side: ui.W,
PadX: 4,
})
// If a new level, the Blueprint button has a tooltip
// hinting to pick the Blueprint palette to match.
if config.EditLevel == nil && t.Name == "Blueprint" {
ui.NewTooltip(radio, ui.Tooltip{
Text: "Dark theme! Make sure to also\npick a Blueprint color palette!",
Edge: ui.Top,
})
}
}(t)
}
/******************
* Frame for picking a default color palette.
******************/
// For new level or --experimental only.
if config.EditLevel == nil || balance.Feature.ChangePalette {
palFrame := ui.NewFrame("Palette Frame")
frame.Pack(palFrame, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 4,
})
label3 := ui.NewLabel(ui.Label{
Text: "Palette: ",
Font: balance.LabelFont,
})
palFrame.Pack(label3, ui.Pack{
Side: ui.W,
})
palBtn := ui.NewMenuButton("Palette Button", ui.NewLabel(ui.Label{
TextVariable: &paletteName,
Font: balance.MenuFont,
}))
palFrame.Pack(palBtn, ui.Pack{
Side: ui.W,
// FillX: true,
Expand: true,
})
if config.EditLevel != nil {
palBtn.AddItem(paletteName, func() {
paletteName = textCurrentPalette
})
palBtn.AddSeparator();
}
for _, palName := range level.DefaultPaletteNames {
palName := palName
// palette := level.DefaultPalettes[palName]
palBtn.AddItem(palName, func() {
paletteName = palName
})
}
config.Supervisor.Add(palBtn)
palBtn.Supervise(config.Supervisor)
}
/******************
* Frame for giving the level a title.
******************/
@ -258,15 +325,10 @@ func NewAddEditLevel(config AddEditLevel) *ui.Window {
}
lvl := level.New()
lvl.Palette = level.DefaultPalette()
lvl.Palette = level.DefaultPalettes[paletteName]
lvl.Wallpaper = newWallpaper
lvl.PageType = pageType
// Blueprint theme palette for the dark wallpaper color.
if lvl.Wallpaper == "blueprint.png" {
lvl.Palette = level.NewBlueprintPalette()
}
config.OnCreateNewLevel(lvl)
return nil
}},
@ -278,6 +340,19 @@ func NewAddEditLevel(config AddEditLevel) *ui.Window {
// OK button is for editing an existing level.
{"OK", func(ed ui.EventData) error {
// If we're editing a level, did we select a new palette?
if paletteName != textCurrentPalette {
modal.Confirm(
"Are you sure you want to change the level palette?\n"+
"Existing pixels drawn on your level may change, and\n"+
"if the new palette is smaller, some pixels may be\n"+
"lost from your level. OK to continue?",
).WithTitle("Change Level Palette").Then(func() {
config.OnCancel();
})
return nil
}
config.OnCancel()
return nil
}},