Add ideas about level wallpapers

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Noah 2018-08-11 14:08:00 -07:00
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@ -170,6 +170,55 @@ For creating Doodads in particular:
wants to export with the level file itself, for easy sharing. wants to export with the level file itself, for easy sharing.
* It should have space to store a custom background image. * It should have space to store a custom background image.
## Wallpaper Images
* Levels can pick a "wallpaper image" to go behind their pixels. One example of
a wallpaper would be a sheet of standard ruled notebook paper.
* The texture file will be a square (rectangular maybe ok) with four quadrants
from which the textures will be extracted. For example if the overall image
size was 100x100 pixels, it will be divided into the four 50x50 quadrants.
1. `TL`: Top left corner is the top left edge of the "page" the level is on
2. `TR`: Top right corner is the repeated "top of page" texture.
3. `BL`: Bottom left corner is the repeated "left of page" texture.
4. `BR`: Bottom right corner is the repeated background texture that extends
infinitely in all directions.
* Levels will be able to choose a "page type" which controls how the wallpaper
will be drawn and how the level boundaries may be constrained. There will be
four options:
1. **Unbounded:** The map can freely grow in any direction, including into the
negative X/Y coordinates. The map author will not run up against a boundary
as the level grows in any direction.
2. **No Negative Space:** The map coordinates can not dip below `(0,0)`, the
origin at the top-left edge of the map. The map can grow infinitely in the
positive X and Y directions (to the right and down) but is constrained on
the left and right edges. The game engine will stop scrolling the map when
the top or left edges are reached, and those edges will behave like a solid
wall.
3. **Bounded:** The map has a fixed width and height and is bounded on all
four edges.
4. **Bounded, Mirrored Wallpaper:** same as Bounded but with a different
wallpaper behavior.
* The page types will have their own behaviors with how wallpapers are drawn:
* **Unbounded:** only the `BR` texture from the wallpaper is used, repeated
infinitely in the X and Y directions. The top-left, top, and left edge
textures are not used.
* **No Negative Space:** the `TL` texture is drawn at coordinate `(0,0)`.
To its right, the `TR` texture is repeated forever in the X direction, and
along the left edge of the page, the `BL` texture is repeated in the Y
direction. The remaining whitespace on the page repeats the `BR` texture
infinitely.
* **Bounded:** same as No Negative Space.
* **Bounded, Mirrored Wallpaper:** same as No Negative Space, but all of the
_other_ corners and edges are textured too, with mirror images of the Top,
Top Left, and Left textures. This would look silly on the "ruled notebook"
texture, but could be useful to emborder the level with a fancy texture.
* The game will come with a few built-in textures for levels to refer to by
name. These textures don't need to be distributed with the map files themselves,
as every copy of the game should include these (or a sensible fallback would
be used).
* The map author can also attach their own custom texture that will be included
inside the map file.
# Text Console # Text Console
* Create a rudimentary dev console for entering text commands in-game. It * Create a rudimentary dev console for entering text commands in-game. It