Generic Doodad Script Selection
In the Doodad Properties window, instead of browsing to select a .js file to install your script, a SelectBox of built-in generic scripts are available. These scripts implement simple behaviors and adapt to the full canvas size of the doodad. Built-in scripts so far include: * generic-anvil.js: behaves just like the Anvil. * generic-fire.js: the entire canvas hitbox acts like fire pixels, "burning" mobile doodads and failing the level for the player. * generic-solid.js: the entire canvas hitbox acts solid
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assets/scripts/generic-anvil.js
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61
assets/scripts/generic-anvil.js
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@ -0,0 +1,61 @@
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// Generic "Anvil" Doodad Script
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/*
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A doodad that falls and is dangerous while it falls.
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Can be attached to any doodad.
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*/
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var falling = false;
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function main() {
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// Make the hitbox be the full canvas size of this doodad.
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// Adjust if you want a narrower hitbox.
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var size = Self.Size()
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Self.SetHitbox(0, 0, size.W, size.H)
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// Note: doodad is not "solid" but hurts if it falls on you.
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Self.SetMobile(true);
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Self.SetGravity(true);
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// Monitor our Y position to tell if we've been falling.
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var lastPoint = Self.Position();
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setInterval(function () {
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var nowAt = Self.Position();
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if (nowAt.Y > lastPoint.Y) {
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falling = true;
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} else {
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falling = false;
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}
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lastPoint = nowAt;
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}, 100);
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Events.OnCollide(function (e) {
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if (!e.Settled) {
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return;
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}
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// Were we falling?
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if (falling) {
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if (e.InHitbox) {
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if (e.Actor.IsPlayer()) {
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// Fatal to the player.
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Sound.Play("crumbly-break.wav");
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FailLevel("Watch out for " + Self.Title + "!");
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return;
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}
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else if (e.Actor.IsMobile()) {
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// Destroy mobile doodads.
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Sound.Play("crumbly-break.wav");
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e.Actor.Destroy();
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}
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}
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}
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});
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// When we receive power, we reset to our original position.
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var origPoint = Self.Position();
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Message.Subscribe("power", function (powered) {
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Self.MoveTo(origPoint);
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Self.SetVelocity(Vector(0, 0));
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});
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}
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36
assets/scripts/generic-fire.js
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36
assets/scripts/generic-fire.js
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// Generic "Fire" Doodad Script
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/*
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The entire square shape of your doodad acts similar to "Fire"
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pixels - killing the player character upon contact.
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Can be attached to any doodad.
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*/
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function main() {
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// Make the hitbox be the full canvas size of this doodad.
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// Adjust if you want a narrower hitbox.
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var size = Self.Size()
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Self.SetHitbox(0, 0, size.W, size.H)
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Events.OnCollide(function (e) {
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if (!e.Settled || !e.InHitbox) {
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return;
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}
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// Turn mobile actors black, like real fire does.
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if (e.Actor.IsMobile()) {
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e.Actor.Canvas.MaskColor = RGBA(1, 1, 1, 255)
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}
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// End the level if it's the player.
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if (e.Actor.IsPlayer()) {
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FailLevel("Watch out for " + Self.Title + "!");
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}
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})
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Events.OnLeave(function (e) {
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if (e.Actor.IsMobile()) {
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e.Actor.MaskColor = RGBA(0, 0, 0, 0)
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}
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})
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}
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19
assets/scripts/generic-solid.js
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19
assets/scripts/generic-solid.js
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// Generic "Solid" Doodad Script
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/*
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The entire square shape of your doodad acts similar to "solid"
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pixels - blocking collision from all sides.
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Can be attached to any doodad.
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*/
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function main() {
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// Make the hitbox be the full canvas size of this doodad.
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// Adjust if you want a narrower hitbox.
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var size = Self.Size()
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Self.SetHitbox(0, 0, size.W, size.H)
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// Solid to all collisions.
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Events.OnCollide(function (e) {
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return false;
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})
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}
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@ -13,6 +13,10 @@ func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
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// functions
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// functions
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"ID": actor.ID,
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"ID": actor.ID,
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"Size": func() render.Rect {
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var size = actor.Doodad().ChunkSize()
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return render.NewRect(size, size)
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},
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"GetTag": actor.Doodad().Tag,
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"GetTag": actor.Doodad().Tag,
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"Position": actor.Position,
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"Position": actor.Position,
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"MoveTo": func(p render.Point) {
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"MoveTo": func(p render.Point) {
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@ -1,11 +1,13 @@
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package windows
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package windows
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import (
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import (
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"fmt"
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"io/ioutil"
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"io/ioutil"
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"os"
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"os"
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"path/filepath"
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"path/filepath"
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"sort"
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"sort"
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"git.kirsle.net/apps/doodle/assets"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/log"
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@ -16,6 +18,37 @@ import (
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"git.kirsle.net/go/ui"
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"git.kirsle.net/go/ui"
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)
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)
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// Some generic built-in doodad scripts users can attach.
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var GenericScripts = []struct {
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Label string
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Help string
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Filename string
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}{
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{
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Label: "Generic Solid",
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Help: "The whole canvas of your doodad acts solid.\n" +
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"The player and other mobile doodads can walk on\n" +
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"top of it, and it blocks movement from the sides.",
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Filename: "assets/scripts/generic-solid.js",
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},
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{
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Label: "Generic Fire",
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Help: "The whole canvas of your doodad acts like fire.\n" +
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"Mobile doodads who touch it turn dark, and if\n" +
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"the player touches it - game over! The failure\n" +
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"message says: 'Watch out for (title)!'",
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Filename: "assets/scripts/generic-fire.js",
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},
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{
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Label: "Generic Anvil",
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Help: "This doodad will behave like the Anvil: fall with\n" +
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"gravity and be deadly to any mobile doodad that it\n" +
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"lands on! The failure message says:\n" +
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"'Watch out for (title)!'",
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Filename: "assets/scripts/generic-anvil.js",
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},
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}
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// DoodadProperties window.
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// DoodadProperties window.
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type DoodadProperties struct {
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type DoodadProperties struct {
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// Settings passed in by doodle
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// Settings passed in by doodle
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@ -247,6 +280,32 @@ func (c DoodadProperties) makeMetaTab(tabFrame *ui.TabFrame, Width, Height int)
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})
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})
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}
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}
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// Attaching a Script Frame
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{
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label := ui.NewLabel(ui.Label{
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Text: "Attach a Script",
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Font: balance.LabelFont,
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})
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tab.Pack(label, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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frame := ui.NewFrame("Attach Script Frame")
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tab.Pack(frame, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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// Browse Script label.
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lblBrowse := ui.NewLabel(ui.Label{
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Text: "Browse and attach a .js file:",
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Font: balance.MenuFont,
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})
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frame.Pack(lblBrowse, ui.Pack{
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Side: ui.W,
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})
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// Browse Script button.
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// Browse Script button.
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btnBrowse := ui.NewButton("Browse Script", ui.NewLabel(ui.Label{
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btnBrowse := ui.NewButton("Browse Script", ui.NewLabel(ui.Label{
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Text: "Attach a script...",
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Text: "Attach a script...",
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@ -276,10 +335,92 @@ func (c DoodadProperties) makeMetaTab(tabFrame *ui.TabFrame, Width, Height int)
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return nil
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return nil
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})
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})
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c.Supervisor.Add(btnBrowse)
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c.Supervisor.Add(btnBrowse)
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tab.Pack(btnBrowse, ui.Pack{
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frame.Pack(btnBrowse, ui.Pack{
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Side: ui.N,
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Side: ui.E,
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Padding: 4,
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})
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})
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}
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// Built-in Generic Scripts Frame
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{
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frame := ui.NewFrame("Generic Scripts Frame")
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tab.Pack(frame, ui.Pack{
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Side: ui.N,
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FillX: true,
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PadY: 4,
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})
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label := ui.NewLabel(ui.Label{
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Text: "Or select from a generic script:",
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Font: ui.MenuFont,
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})
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frame.Pack(label, ui.Pack{
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Side: ui.W,
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})
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// SelectBox for the built-ins.
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sb := ui.NewSelectBox("Select", ui.Label{
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Font: ui.MenuFont,
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})
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tab.Pack(sb, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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for _, script := range GenericScripts {
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sb.AddItem(script.Label, script.Filename, func() {})
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}
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sb.SetValue(GenericScripts[0].Filename)
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sb.AlwaysChange = true
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sb.Handle(ui.Change, func(ed ui.EventData) error {
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if selection, ok := sb.GetValue(); ok {
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if filename, ok := selection.Value.(string); ok {
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// Get this script from the built-in assets.
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data, err := assets.Asset(filename)
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if err != nil {
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shmem.Flash("Couldn't get script: %s", err)
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return nil
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}
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// Find the data from the builtins.
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var label, help string
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for _, script := range GenericScripts {
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if script.Filename == filename {
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label = script.Label
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help = script.Help
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break
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}
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}
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// Prompt the user + a description of this option.
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var (
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basename = filepath.Base(filename)
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description = fmt.Sprintf(
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"Do you want to install %s to your doodad?\n\n"+
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"%s\n\n%s",
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basename,
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label,
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help,
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)
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)
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modal.Confirm(description).Then(func() {
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c.EditDoodad.Script = string(data)
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shmem.Flash("Attached %s to your doodad", filepath.Base(filename))
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// Toggle the if/else frames.
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ifScript.Show()
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elseScript.Hide()
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})
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}
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}
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return nil
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})
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sb.Supervise(c.Supervisor)
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c.Supervisor.Add(sb)
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}
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// Show/hide appropriate frames.
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// Show/hide appropriate frames.
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if c.EditDoodad.Script == "" {
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if c.EditDoodad.Script == "" {
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Loading…
Reference in New Issue
Block a user