Add Technical Doodads + UI Fixes

New category for the Doodad Dropper: "Technical"

Technical doodads have a dashed outline and label for now, and they
turn invisible on level start, and are for hidden technical effects on
your level.

The doodads include:

* Goal Region: acts like an invisible Exit Flag (128x128), the level is
  won when the player character touches this region.
* Fire Region: acts like a death barrier (128x128), kills the player
  when a generic "You have died!" message.
* Power Source: on level start, acts like a switch and emits a
  power(true) signal to all linked doodads. Link it to your Electric
  Door for it to be open by default in your level!
* Stall Player (250ms): The player is paused for a moment the first time
  it touches this region. Useful to work around timing issues, e.g.
  help prevent the player from winning a race against another character.

There are some UI improvements to the Doodad Dropper window:

* If the first page of doodads is short, extra spacers are added so the
  alignment and size shows correctly.
* Added a 'background pattern' to the window: any unoccupied icon space
  has an inset rectangle slot.
* "Last pages" which are short still render weirdly without reserving
  the correct height in the TabFrame.

Doodad scripting engine updates:

* Self.Hide() and Self.Show() available.
* Subscribe to "broadcast:ready" to know when the level is ready, so you
  can safely Publish messages without deadlocks!
pull/84/head
Noah 2021-10-02 20:52:16 -07:00
parent df3a1679b6
commit 97e179716c
15 changed files with 342 additions and 4 deletions

View File

@ -66,6 +66,10 @@ objects() {
cd crumbly-floor/
make
cd ..
cd regions/
make
cd ..
}
onoff() {

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@ -0,0 +1,25 @@
ALL: build
.PHONY: build
build:
# Goal Region
doodad convert -t "Goal Region" goal-128.png reg-goal.doodad
doodad install-script goal.js reg-goal.doodad
# Fire Region
doodad convert -t "Fire Region" fire-128.png reg-fire.doodad
doodad install-script fire.js reg-fire.doodad
# Stall Region
doodad convert -t "Stall Player (250ms)" stall-128.png reg-stall-250.doodad
doodad edit-doodad --tag "ms=250" reg-stall-250.doodad
doodad install-script stall.js reg-stall-250.doodad
# Power Source
doodad convert -t "Power Source" power-64.png power-source.doodad
doodad install-script power.js power-source.doodad
for i in *.doodad; do\
doodad edit-doodad --tag "category=technical" $${i};\
done
cp *.doodad ../../../assets/doodads/

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@ -0,0 +1,19 @@
// Goal Region.
function main() {
Self.Hide();
Events.OnCollide(function (e) {
if (!e.Settled) {
return;
}
// Only care if it's the player.
if (!e.Actor.IsPlayer()) {
return;
}
if (e.InHitbox) {
FailLevel("You have died!");
}
});
}

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@ -0,0 +1,19 @@
// Goal Region.
function main() {
Self.Hide();
Events.OnCollide(function (e) {
if (!e.Settled) {
return;
}
// Only care if it's the player.
if (!e.Actor.IsPlayer()) {
return;
}
if (e.InHitbox) {
EndLevel();
}
});
}

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@ -0,0 +1,22 @@
// Power source.
// Emits a power(true) signal once on level start.
// If it receives a power signal, it will repeat it after 5 seconds.
// Link two of these bad boys together and you got yourself a clock.
function main() {
Self.Hide();
// See if we are not linked to anything.
var links = Self.GetLinks();
if (links.length === 0) {
console.error(
"%s at %s is not linked to anything! This doodad emits a power(true) on level start to all linked doodads.",
Self.Title,
Self.Position()
);
}
Message.Subscribe("broadcast:ready", function () {
Message.Publish("switch:toggle", true);
Message.Publish("power", true);
});
}

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@ -0,0 +1,40 @@
// Stall Player.
// Tags: ms (int)
// Grabs the player one time. Resets if it receives power.
function main() {
Self.Hide();
var active = true,
timeout = 250,
ms = Self.GetTag("ms");
if (ms.length > 0) {
timeout = parseInt(ms);
}
Events.OnCollide(function (e) {
if (!active || !e.Settled) {
return;
}
// Only care if it's the player.
if (!e.Actor.IsPlayer()) {
return;
}
if (e.InHitbox) {
// Grab hold of the player.
e.Actor.Freeze();
setTimeout(function () {
e.Actor.Unfreeze();
}, timeout);
active = false;
}
});
// Reset the trap if powered by a button.
Message.Subscribe("power", function (powered) {
active = true;
});
}

View File

@ -83,6 +83,15 @@ func (w *Canvas) InstallScripts() error {
}
}
// Broadcast the "ready" signal to any actors that want to publish
// messages ASAP on level start.
for _, actor := range w.actors {
w.scripting.To(actor.ID()).Inbound <- scripting.Message{
Name: "broadcast:ready",
Args: nil,
}
}
return nil
}

View File

@ -43,6 +43,8 @@ func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
"HasItem": actor.HasItem,
"ClearInventory": actor.ClearInventory,
"Destroy": actor.Destroy,
"Hide": actor.Hide,
"Show": actor.Show,
"GetLinks": func() []map[string]interface{} {
var result = []map[string]interface{}{}
for _, linked := range w.GetLinkedActors(actor) {

View File

@ -91,6 +91,7 @@ func NewDoodadDropper(config DoodadDropper) *ui.Window {
{"doors", "Doors"},
{"gizmos", "Gizmos"},
{"creatures", "Creatures"},
{"technical", "Technical"},
{"", "All"},
}
for _, category := range categories {
@ -114,6 +115,10 @@ func makeDoodadTab(config DoodadDropper, frame *ui.Frame, size render.Rect, cate
columns = balance.DoodadDropperCols
rows = balance.DoodadDropperRows
// Count how many doodad buttons we need vs. how many can fit.
iconsDrawn int
iconsPossible = columns * rows
// pagination values
page = 1
pages int
@ -144,6 +149,50 @@ func makeDoodadTab(config DoodadDropper, frame *ui.Frame, size render.Rect, cate
),
)
// First, draw the empty grid of inset frames to serve as the 'background'
// of the drawer. This both serves an aesthetic purpose and reserves space
// in the widget for short page views.
{
var (
decorFrame = ui.NewFrame("Background Slots")
row *ui.Frame
)
for i := 0; i < iconsPossible; i++ {
if row == nil || i%columns == 0 {
row = ui.NewFrame("BG Row")
decorFrame.Pack(row, ui.Pack{
Side: ui.N,
})
}
spacer := ui.NewFrame("Spacer")
spacer.Configure(ui.Config{
BorderSize: 2,
BorderStyle: ui.BorderSunken,
Background: render.Grey.Darken(20),
})
spacer.Resize(render.NewRect(
buttonSize-2, // TODO: without the -2 the button border
buttonSize-2, // rests on top of the window border
))
spacer.Compute(config.Engine)
row.Pack(spacer, ui.Pack{
Side: ui.W,
})
}
decorFrame.Compute(config.Engine)
// frame.Pack(decorFrame, ui.Pack{
// Side: ui.NW,
// })
frame.Place(decorFrame, ui.Place{
Top: 0,
Left: 0,
})
}
// Draw the doodad buttons in rows.
var btnRows = []*ui.Frame{}
{
@ -151,7 +200,8 @@ func makeDoodadTab(config DoodadDropper, frame *ui.Frame, size render.Rect, cate
row *ui.Frame
rowCount int // for labeling the ui.Frame for each row
// TODO: pre-size btnRows by calculating how many needed
// the state we end up at when we exhaust all doodads
lastColumn int // last position in current row
)
for i, doodad := range items {
@ -162,17 +212,21 @@ func makeDoodadTab(config DoodadDropper, frame *ui.Frame, size render.Rect, cate
rowCount++
row = ui.NewFrame(fmt.Sprintf("Doodad Row %d", rowCount))
row.SetBackground(balance.DoodadButtonBackground)
row.Resize(render.NewRect(size.W, buttonSize))
row.Compute(config.Engine)
btnRows = append(btnRows, row)
frame.Pack(row, ui.Pack{
Side: ui.N,
// Fill: true,
})
// Hide overflowing rows until we scroll to them.
// Hide overflowing rows until we page to them.
if hidden {
row.Hide()
}
// New row, new columns.
lastColumn = 0
}
can := uix.NewCanvas(int(buttonSize), true)
@ -213,6 +267,62 @@ func makeDoodadTab(config DoodadDropper, frame *ui.Frame, size render.Rect, cate
))
btn.Compute(config.Engine)
iconsDrawn++
lastColumn++
}
// If we have fewer doodad icons than this page can hold,
// fill out dummy placeholder cells to maintain the UI shape.
// TODO: this is very redundant compared to the ATTEMPT above
// to only do this once. It seems our background widget doesn't
// size up the full tab height properly, so doodad tabs that
// have fewer than one page worth (short first page) the sizing
// was wrong. The below hack pads out the screen for short first
// pages only. There is still a bug with short LAST pages where
// it doesn't hold height and the pager buttons come up.
if iconsDrawn < iconsPossible {
for i := lastColumn; i < iconsPossible; i++ {
if row == nil || i%columns == 0 {
var hidden = rowCount >= rows
rowCount++
row = ui.NewFrame(fmt.Sprintf("Doodad Row %d", rowCount))
row.SetBackground(balance.DoodadButtonBackground)
btnRows = append(btnRows, row)
frame.Pack(row, ui.Pack{
Side: ui.N,
})
// Hide overflowing rows until we page to them.
if hidden {
row.Hide()
}
}
spacer := ui.NewFrame("Spacer")
spacer.Configure(ui.Config{
BorderSize: 2,
BorderStyle: ui.BorderSunken,
Background: render.Grey,
})
spacer.Resize(render.NewRect(
buttonSize-2, // TODO: without the -2 the button border
buttonSize-2, // rests on top of the window border
))
spacer.Compute(config.Engine)
row.Pack(spacer, ui.Pack{
Side: ui.W,
})
// debug
// lbl := ui.NewLabel(ui.Label{
// Text: fmt.Sprintf("i=%d\nrow=%d", i, rowCount),
// })
// spacer.Pack(lbl, ui.Pack{
// Side: ui.NW,
// })
}
}
}

88
scripts/fpm-bundle-32bit.sh Executable file
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@ -0,0 +1,88 @@
#!/bin/bash
# fpm-bundle: create bundles for the app.
# Add the user-level "gem install fpm" to the $PATH.
# Might need fixing over time.
export PATH="$PATH:$HOME/.local/share/gem/ruby/3.0.0/bin"
INSTALL_ROOT="/opt/sketchy-maze"
LAUNCHER_FILENAME="etc/linux/net.kirsle.ProjectDoodle.desktop"
LAUNCHER_ROOT="/usr/share/applications" # Where the .desktop file goes.
ICON_ROOT="/usr/share/icons/hicolor/"
# Find out how many levels up we need to go, so this
# script can run from either of these locations:
# ./dist/sketchymaze-$version/
# ./dist/stage/$version/linux/
UPLEVELS="."
if [[ -f "../../${LAUNCHER_FILENAME}" ]]; then
# run from a ./dist/x folder.
UPLEVELS="../.."
elif [[ -f "../../../../${LAUNCHER_FILENAME}" ]]; then
# run from a release stage folder
UPLEVELS="../../../.."
else
echo Did not find ${LAUNCHER_FILENAME} relative to your working directory.
echo Good places to run this script include:
echo " * ./dist/sketchymaze-\$version/ (as in 'make dist')"
echo " * ./dist/stage/\$version/linux/ (as in 'make release')"
exit 1
fi
VERSION=`egrep -e 'Version\s+=' ${UPLEVELS}/pkg/branding/branding.go | head -n 1 | cut -d '"' -f 2`
LAUNCHER_FILE="${UPLEVELS}/${LAUNCHER_FILENAME}"
if [[ ! -f "./sketchymaze" ]]; then
echo Run this script from the directory containing the Doodle binary.
echo This is usually at /dist/doodle-VERSION/ relative to the git root.
exit 1
fi
if [[ ! -f "$LAUNCHER_FILE" ]]; then
echo "Didn't find Linux desktop launcher relative to current folder."
echo "I looked at $LAUNCHER_FILE."
exit 1
fi
# Clean previous artifacts.
rm *.rpm *.deb
# Create the root structure.
mkdir -p root
mkdir -p root$INSTALL_ROOT root$LAUNCHER_ROOT
cp * root$INSTALL_ROOT/
cp $LAUNCHER_FILE root$LAUNCHER_ROOT/
# Copy icons in.
mkdir -p root$ICON_ROOT/{256x256,128x128,64x64,32x32,16x16}/apps
cp ${UPLEVELS}/etc/icons/256.png "root${ICON_ROOT}256x256/apps/project-doodle.png"
cp ${UPLEVELS}/etc/icons/128.png "root${ICON_ROOT}128x128/apps/project-doodle.png"
cp ${UPLEVELS}/etc/icons/64.png "root$ICON_ROOT/64x64/apps/project-doodle.png"
cp ${UPLEVELS}/etc/icons/32.png "root$ICON_ROOT/32x32/apps/project-doodle.png"
cp ${UPLEVELS}/etc/icons/16.png "root$ICON_ROOT/16x16/apps/project-doodle.png"
# Copy runtime package and guidebook
cp -r guidebook rtp "root$INSTALL_ROOT/"
echo =====================
echo Starting fpm package build.
echo =====================
# RPM Package
fpm -C ./root -s dir -t rpm \
-d SDL2 -d SDL2_ttf -a i386 \
-n sketchy-maze -v ${VERSION} \
--license="Copyright" \
--maintainer=noah@kirsle.net \
--description="Sketchy Maze - A drawing-based maze game." \
--url="https://www.sketchymaze.com"
# Debian Package
fpm -C ./root -s dir -t deb \
-d libsdl2 -d libsdl2-ttf -a i386 \
-n sketchy-maze -v ${VERSION} \
--license="Copyright" \
--maintainer=noah@kirsle.net \
--description="Sketchy Maze - A drawing-based maze game." \
--url="https://www.sketchymaze.com"