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.
pull/93/head
Noah 2023-03-07 21:55:10 -08:00
parent d397584323
commit cf1bc81f25
24 changed files with 452 additions and 44 deletions

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@ -211,6 +211,7 @@ func levelpackCreate(c *cli.Context) error {
// Log the level in the index.json list.
lp.Levels = append(lp.Levels, levelpack.Level{
UUID: lvl.UUID,
Title: lvl.Title,
Author: lvl.Author,
Filename: filepath.Base(filename),

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@ -0,0 +1,108 @@
package commands
import (
"fmt"
"path/filepath"
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"github.com/urfave/cli/v2"
)
// Resave a Level or Doodad to adapt to file format upgrades.
var Resave *cli.Command
func init() {
Resave = &cli.Command{
Name: "resave",
Usage: "load and re-save a level or doodad file to migrate to newer file format versions",
ArgsUsage: "<.level or .doodad>",
Flags: []cli.Flag{
&cli.BoolFlag{
Name: "actors",
Usage: "print verbose actor data in Level files",
},
&cli.BoolFlag{
Name: "chunks",
Usage: "print verbose data about all the pixel chunks in a file",
},
&cli.BoolFlag{
Name: "script",
Usage: "print the script from a doodad file and exit",
},
&cli.StringFlag{
Name: "attachment",
Aliases: []string{"a"},
Usage: "print the contents of the attached filename to terminal",
},
&cli.BoolFlag{
Name: "verbose",
Aliases: []string{"v"},
Usage: "print verbose output (all verbose flags enabled)",
},
},
Action: func(c *cli.Context) error {
if c.NArg() < 1 {
return cli.Exit(
"Usage: doodad resave <.level .doodad ...>",
1,
)
}
filenames := c.Args().Slice()
for _, filename := range filenames {
switch strings.ToLower(filepath.Ext(filename)) {
case enum.LevelExt:
if err := resaveLevel(c, filename); err != nil {
log.Error(err.Error())
return cli.Exit("Error", 1)
}
case enum.DoodadExt:
if err := resaveDoodad(c, filename); err != nil {
log.Error(err.Error())
return cli.Exit("Error", 1)
}
default:
log.Error("File %s: not a level or doodad", filename)
}
}
return nil
},
}
}
// resaveLevel shows data about a level file.
func resaveLevel(c *cli.Context, filename string) error {
lvl, err := level.LoadJSON(filename)
if err != nil {
return err
}
log.Info("Loaded level from file: %s", filename)
log.Info("Last saved game version: %s", lvl.GameVersion)
log.Info("Saving back to disk")
if err := lvl.WriteJSON(filename); err != nil {
return fmt.Errorf("couldn't write %s: %s", filename, err)
}
return showLevel(c, filename)
}
func resaveDoodad(c *cli.Context, filename string) error {
dd, err := doodads.LoadJSON(filename)
if err != nil {
return err
}
log.Info("Loaded doodad from file: %s", filename)
log.Info("Last saved game version: %s", dd.GameVersion)
log.Info("Saving back to disk")
if err := dd.WriteJSON(filename); err != nil {
return fmt.Errorf("couldn't write %s: %s", filename, err)
}
return showDoodad(c, filename)
}

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@ -105,6 +105,7 @@ func showLevel(c *cli.Context, filename string) error {
fmt.Printf(" File format: %s\n", fileType)
fmt.Printf(" File version: %d\n", lvl.Version)
fmt.Printf(" Game version: %s\n", lvl.GameVersion)
fmt.Printf(" Level UUID: %s\n", lvl.UUID)
fmt.Printf(" Level title: %s\n", lvl.Title)
fmt.Printf(" Author: %s\n", lvl.Author)
fmt.Printf(" Password: %s\n", lvl.Password)

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@ -53,6 +53,7 @@ func main() {
app.Commands = []*cli.Command{
commands.Convert,
commands.Show,
commands.Resave,
commands.EditLevel,
commands.EditDoodad,
commands.InstallScript,

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@ -52,7 +52,7 @@ var (
// Number of game ticks to insist the canvas follows the player at the start
// of a level - to overcome Anvils settling into their starting positions so
// they don't steal the camera focus straight away.
FollowPlayerFirstTicks uint64 = 60
FollowPlayerFirstTicks uint64 = 20
// Default chunk size for canvases.
ChunkSize uint8 = 128
@ -90,11 +90,12 @@ var (
PlayerCharacterDoodad = "boy.doodad"
// Levelpack and level names for the title screen.
DemoLevelPack = "assets/levelpacks/001000-TUTORIAL.levelpack"
DemoLevelPack = "assets/levelpacks/builtin-Tutorial.levelpack"
DemoLevelName = []string{
"Tutorial 1.level",
"Tutorial 2.level",
"Tutorial 3.level",
"Tutorial 5.level",
}
// Level attachment filename for the custom wallpaper.
@ -145,6 +146,13 @@ var (
LoadingViewportMarginChunks = render.NewPoint(10, 8) // hoz, vert
CanvasLoadUnloadModuloTicks uint64 = 4
CanvasChunkFreeChoppingBlockTicks uint64 = 128 // number of ticks old a chunk is to free it
// For bounded levels, the game will try and keep actors inside the boundaries. But
// in case e.g. the player is teleported far out of the boundaries (going thru a warp
// door into an interior room "off the map"), allow them to be out of bounds. This
// variable is the tolerance offset - if they are only this far out of bounds, put them
// back in bounds but further out and they're OK.
OutOfBoundsMargin = 40
)
// Edit Mode Values

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@ -289,6 +289,10 @@ var (
Label: "Pure white",
Value: "white.png",
},
{
Label: "Atmosphere",
Value: "atmosphere.png",
},
{
Separator: true,
},

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@ -72,6 +72,8 @@ func New(dimensions ...int) *Doodad {
// that size.
if size <= 255 {
chunkSize = uint8(size)
} else {
chunkSize = balance.ChunkSize
}
return &Doodad{

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@ -9,6 +9,7 @@ import (
"path/filepath"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
)
@ -32,6 +33,9 @@ func (d *Doodad) ToJSON() ([]byte, error) {
// AsJSON returns it just as JSON without any fancy gzip/zip magic.
func (d *Doodad) AsJSON() ([]byte, error) {
// Always write the game version that last saved this doodad.
d.GameVersion = branding.Version
out := bytes.NewBuffer([]byte{})
encoder := json.NewEncoder(out)
if usercfg.Current.JSONIndent {

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@ -33,7 +33,7 @@ func (c *Chunker) MigrateZipfile(zf *zip.Writer) error {
)
for coord, chunk := range c.Chunks {
if chunk.Len() == 0 {
log.Info("Chunker.MigrateZipfile: %s has become empty, remove from zip", coord)
log.Debug("Chunker.MigrateZipfile: %s has become empty, remove from zip", coord)
erasedChunks[coord] = nil
}
}
@ -42,7 +42,7 @@ func (c *Chunker) MigrateZipfile(zf *zip.Writer) error {
// These are chunks that are NOT actively loaded (those are written next),
// and erasedChunks are not written to the zipfile at all.
if c.Zipfile != nil {
log.Info("MigrateZipfile: Copying chunk files from old zip to new zip")
log.Debug("MigrateZipfile: Copying chunk files from old zip to new zip")
for _, file := range c.Zipfile.File {
m := zipChunkfileRegexp.FindStringSubmatch(file.Name)
if len(m) > 0 {
@ -124,7 +124,7 @@ func (c *Chunker) MigrateZipfile(zf *zip.Writer) error {
return nil
}
log.Info("MigrateZipfile: chunker has %d in memory, exporting to zipfile", len(c.Chunks))
log.Debug("MigrateZipfile: chunker has %d in memory, exporting to zipfile", len(c.Chunks))
// Flush in-memory chunks out to zipfile.
for coord, chunk := range c.Chunks {

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@ -187,7 +187,7 @@ func (fs *FileSystem) MigrateZipfile(zf *zip.Writer) error {
// except for the ones marked for deletion OR the ones currently in the
// warm cache which will be written next.
if fs.Zipfile != nil {
log.Info("FileSystem.MigrateZipfile: Copying files from old zip to new zip")
log.Debug("FileSystem.MigrateZipfile: Copying files from old zip to new zip")
for _, file := range fs.Zipfile.File {
if !strings.HasPrefix(file.Name, "assets/") {
continue
@ -218,7 +218,7 @@ func (fs *FileSystem) MigrateZipfile(zf *zip.Writer) error {
// Export currently warmed up files to ZIP, these will be ones that
// were updated recently OR legacy files from an old level read.
if fs.filemap != nil {
log.Info("FileSystem.MigrateZipfile: has %d files in memory to write to ZIP", len(fs.filemap))
log.Debug("FileSystem.MigrateZipfile: has %d files in memory to write to ZIP", len(fs.filemap))
for filename, file := range fs.filemap {
if _, ok := filesZipped[filename]; ok {
continue

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@ -10,11 +10,24 @@ import (
"net/http"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
"github.com/google/uuid"
)
// FromJSON loads a level from JSON string (gzip supported).
/*
FromJSON loads a level from "JSON string" (gzip supported).
This is the primary "load level from file on disk" method. It can read
levels of all historical file formats the game supported:
- If the data begins with a `{` it is parsed in the legacy (v1) JSON format.
- If the level begins with a Gzip header (hex `1F8B) it is taken to be
a gzip compressed (v2) level JSON file.
- If the file is identified by `net/http#DetectContentType()` to be an
application/zip file (v3) it is loaded from zipfile format.
*/
func FromJSON(filename string, data []byte) (*Level, error) {
var m = New()
@ -54,12 +67,25 @@ func FromJSON(filename string, data []byte) (*Level, error) {
return m, nil
}
// ToJSON serializes the level as JSON (gzip supported).
//
// Notice about gzip: if the pkg/balance.CompressLevels boolean is true, this
// function will apply gzip compression before returning the byte string.
// This gzip-compressed level can be read back by any functions that say
// "gzip supported" in their descriptions.
/*
ToJSON serializes the level as JSON (gzip supported).
This is the primary "write level to disk" function and can output in a
vairety of historical formats controlled by pkg/balance#DrawingFormat:
- balance.FormatJSON (the default): writes the level as an original-style
single JSON document that contains all chunk data directly. These levels
take a long time to load from disk for any non-trivial level design. (v1)
- balance.FormatGzip: writes as a gzip compressed JSON file (v2)
- balance.FormatZipfile: creates a zip file where most of the level JSON
is stored as "index.json" and chunks and attached doodads are separate
members of the zipfile.
Notice about gzip: if the pkg/balance.CompressLevels boolean is true, this
function will apply gzip compression before returning the byte string.
This gzip-compressed level can be read back by any functions that say
"gzip supported" in their descriptions.
*/
func (m *Level) ToJSON() ([]byte, error) {
// Gzip compressing?
if balance.DrawingFormat == balance.FormatGZip {
@ -76,6 +102,13 @@ func (m *Level) ToJSON() ([]byte, error) {
// AsJSON returns it just as JSON without any fancy gzip/zip magic.
func (m *Level) AsJSON() ([]byte, error) {
// Always write the game version and ensure levels have a UUID set.
m.GameVersion = branding.Version
if m.UUID == "" {
m.UUID = uuid.New().String()
log.Info("Note: assigned new level UUID %s", m.UUID)
}
out := bytes.NewBuffer([]byte{})
encoder := json.NewEncoder(out)
if usercfg.Current.JSONIndent {

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@ -42,6 +42,7 @@ type Base struct {
type Level struct {
Base
Password string `json:"passwd"`
UUID string `json:"uuid"` // unique level IDs, especially for the savegame.json
GameRule GameRule `json:"rules"`
// Chunked pixel data.

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@ -19,6 +19,7 @@ import (
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/enum"
"git.kirsle.net/SketchyMaze/doodle/pkg/filesystem"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
)
@ -50,6 +51,7 @@ type LevelPack struct {
// Level holds metadata about the levels in the levelpack.
type Level struct {
UUID string `json:"uuid"`
Title string `json:"title"`
Author string `json:"author"`
Filename string `json:"filename"`
@ -251,6 +253,21 @@ func (l LevelPack) GetFile(filename string) ([]byte, error) {
return ioutil.ReadAll(file)
}
// GetLevel returns a parsed Level object from a file inside the zipfile.
func (l LevelPack) GetLevel(filename string) (*level.Level, error) {
levelbin, err := l.GetFile("levels/" + filename)
if err != nil {
return nil, err
}
lvl, err := level.FromJSON(filename, levelbin)
if err != nil {
return nil, fmt.Errorf("LevelPack.GetLevel(%s) parsing from zipfile: %s", filename, err)
}
return lvl, nil
}
// GetJSON loads a JSON file from the zipfile and marshals it into your struct.
func (l LevelPack) GetJSON(v interface{}, filename string) error {
data, err := l.GetFile(filename)

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@ -12,6 +12,7 @@ import (
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen"
"git.kirsle.net/SketchyMaze/doodle/pkg/native"
"git.kirsle.net/SketchyMaze/doodle/pkg/savegame"
"git.kirsle.net/SketchyMaze/doodle/pkg/scripting"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/uix"
@ -276,6 +277,13 @@ func (s *MainScene) Setup(d *Doodle) error {
// Check for update in the background.
go s.checkUpdate()
// Migrate the savefile format to UUIDs.
go func() {
if err := savegame.Migrate(); err != nil {
log.Error(err.Error())
}
}()
// Eager load the level in background, no time for load screen.
go func() {
if err := s.setupAsync(d); err != nil {

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@ -730,7 +730,7 @@ func (s *PlayScene) ShowEndLevelModal(success bool, title, message string) {
log.Info("Mark level '%s' from pack '%s' as completed", s.Filename, s.LevelPack.Filename)
if !s.cheated {
elapsed := time.Since(s.startTime)
highscore := save.NewHighScore(s.LevelPack.Filename, s.Filename, s.perfectRun, elapsed, s.Level.GameRule)
highscore := save.NewHighScore(s.LevelPack.Filename, s.Filename, s.Level.UUID, s.perfectRun, elapsed, s.Level.GameRule)
if highscore {
s.d.Flash("New record!")
config.NewRecord = true
@ -739,7 +739,7 @@ func (s *PlayScene) ShowEndLevelModal(success bool, title, message string) {
}
} else {
// Player has cheated! Mark the level completed but grant no high score.
save.MarkCompleted(s.LevelPack.Filename, s.Filename)
save.MarkCompleted(s.LevelPack.Filename, s.Filename, s.Level.UUID)
}
// Save the player's scores file.

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@ -129,7 +129,8 @@ func (s *PlayScene) movePlayer(ev *event.State) {
}
// If we insist that the canvas follow the player doodad.
if shmem.Tick < s.mustFollowPlayerUntil || keybind.Up(ev) || keybind.Left(ev) || keybind.Right(ev) || keybind.Use(ev) {
// Also any directional key will focus the player unless the player is frozen.
if shmem.Tick < s.mustFollowPlayerUntil || (!s.Player.IsFrozen() && (keybind.Up(ev) || keybind.Left(ev) || keybind.Right(ev) || keybind.Use(ev))) {
s.drawing.FollowActor = s.Player.ID()
}

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@ -12,14 +12,25 @@ import (
"strings"
"time"
"git.kirsle.net/SketchyMaze/doodle/pkg/filesystem"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
)
// SaveGame holds the user's progress thru level packs.
type SaveGame struct {
LevelPacks map[string]*LevelPack `json:"levelPacks"`
// DEPRECATED: savegame state spelled out by level packs and
// filenames.
LevelPacks map[string]*LevelPack `json:"levelPacks,omitempty"`
// New data format: store high scores by level UUID. Adds a
// nice layer of obfuscation + is more robust in case levels
// move around between levelpacks, get renamed, etc. that
// the user should be able to keep their high score.
Levels map[string]*Level
}
// LevelPack holds savegame process for a level pack.
@ -38,6 +49,7 @@ type Level struct {
func New() *SaveGame {
return &SaveGame{
LevelPacks: map[string]*LevelPack{},
Levels: map[string]*Level{},
}
}
@ -92,6 +104,93 @@ func Load() (*SaveGame, error) {
return sg, nil
}
/*
Migrate the savegame.json file to re-save it as its newest file format.
v0: we stored LevelPack filenames + level filenames to store high scores.
This was brittle in case a level gets moved into another levelpack later,
or either it or the levelpack is renamed.
v1: levels get UUID numbers and we store them by that. You can re-roll a
UUID in the level editor if you want to break high scores for your new
level version.
*/
func Migrate() error {
sg, err := Load()
if err != nil {
return err
}
// Do we need to make any changes?
var resave bool
// Initialize new data structures.
if sg.Levels == nil {
sg.Levels = map[string]*Level{}
}
// Have any legacy LevelPack levels?
if sg.LevelPacks != nil && len(sg.LevelPacks) > 0 {
log.Info("Migrating savegame.json data to newer version")
// See if we can track down a UUID for each level.
for lpFilename, lpScore := range sg.LevelPacks {
log.Info("SaveGame.Migrate: See levelpack %s", lpFilename)
// Resolve the filename to this levelpack (on disk or bindata, etc)
filename, err := filesystem.FindFile(lpFilename)
if err != nil {
log.Error("SaveGame.Migrate: Could not find levelpack %s: can't migrate high score", lpFilename)
continue
}
// Find the levelpack.
lp, err := levelpack.LoadFile(filename)
if err != nil {
log.Error("SaveGame.Migrate: Could not find levelpack %s: can't migrate high score", lpFilename)
continue
}
// Search its levels for their UUIDs.
for levelFilename, score := range lpScore.Levels {
log.Info("SaveGame.Migrate: levelpack '%s' level '%s'", lp.Title, levelFilename)
// Try and load this level.
lvl, err := lp.GetLevel(levelFilename)
if err != nil {
log.Error("SaveGame.Migrate: could not load level '%s': %s", levelFilename, err)
continue
}
// It has a UUID?
if lvl.UUID == "" {
log.Error("SaveGame.Migrate: level '%s' does not have a UUID, can not migrate savegame for it", levelFilename)
continue
}
// Migrate!
sg.Levels[lvl.UUID] = score
delete(lpScore.Levels, levelFilename)
resave = true
}
// Have we run out of levels?
if len(lpScore.Levels) == 0 {
log.Info("No more levels to migrate in levelpack '%s'!", lpFilename)
delete(sg.LevelPacks, lpFilename)
resave = true
}
}
}
if resave {
log.Info("Resaving highscore.json in migration to newer file format")
return sg.Save()
}
return nil
}
// Save the savegame.json to disk.
func (sg *SaveGame) Save() error {
// Encode to JSON.
@ -120,8 +219,8 @@ func (sg *SaveGame) Save() error {
// MarkCompleted is a helper function to mark a levelpack level completed.
// Parameters are the filename of the levelpack and the level therein.
// Extra path info except the base filename is stripped from both.
func (sg *SaveGame) MarkCompleted(levelpack, filename string) {
lvl := sg.GetLevelScore(levelpack, filename)
func (sg *SaveGame) MarkCompleted(levelpack, filename, uuid string) {
lvl := sg.GetLevelScore(levelpack, filename, uuid)
lvl.Completed = true
}
@ -131,11 +230,11 @@ func (sg *SaveGame) MarkCompleted(levelpack, filename string) {
// than the stored one it will update.
//
// Returns true if a new high score was logged.
func (sg *SaveGame) NewHighScore(levelpack, filename string, isPerfect bool, elapsed time.Duration, rules level.GameRule) bool {
func (sg *SaveGame) NewHighScore(levelpack, filename, uuid string, isPerfect bool, elapsed time.Duration, rules level.GameRule) bool {
levelpack = filepath.Base(levelpack)
filename = filepath.Base(filename)
score := sg.GetLevelScore(levelpack, filename)
score := sg.GetLevelScore(levelpack, filename, uuid)
score.Completed = true
var newHigh bool
@ -172,7 +271,15 @@ func (sg *SaveGame) NewHighScore(levelpack, filename string, isPerfect bool, ela
}
// GetLevelScore finds or creates a default Level score.
func (sg *SaveGame) GetLevelScore(levelpack, filename string) *Level {
func (sg *SaveGame) GetLevelScore(levelpack, filename, uuid string) *Level {
// New format? Easy lookup by UUID.
if uuid != "" && sg.Levels != nil {
if row, ok := sg.Levels[uuid]; ok {
return row
}
}
// Old format: look it up by levelpack/filename.
levelpack = filepath.Base(levelpack)
filename = filepath.Base(filename)
@ -190,18 +297,40 @@ func (sg *SaveGame) GetLevelScore(levelpack, filename string) *Level {
}
// CountCompleted returns the number of completed levels in a levelpack.
func (sg *SaveGame) CountCompleted(levelpack string) int {
var count int
levelpack = filepath.Base(levelpack)
func (sg *SaveGame) CountCompleted(levelpack *levelpack.LevelPack) int {
var (
count int
filename = filepath.Base(levelpack.Filename)
)
if lp, ok := sg.LevelPacks[levelpack]; ok {
for _, lvl := range lp.Levels {
if lvl.Completed {
// Collect the level UUIDs for this levelpack.
var uuids = map[string]interface{}{}
for _, lvl := range levelpack.Levels {
if lvl.UUID != "" {
uuids[lvl.UUID] = nil
}
}
// Count the new-style levels.
if sg.Levels != nil {
for uuid, lvl := range sg.Levels {
if _, ok := uuids[uuid]; ok && lvl.Completed {
count++
}
}
}
// Count the old-style levels.
if sg.LevelPacks != nil {
if lp, ok := sg.LevelPacks[filename]; ok {
for _, lvl := range lp.Levels {
if lvl.Completed {
count++
}
}
}
}
return count
}

View File

@ -67,7 +67,8 @@ type Canvas struct {
// Debug tools
// NoLimitScroll suppresses the scroll limit for bounded levels.
NoLimitScroll bool
NoLimitScroll bool
scrollOutOfBounds bool // player is far out of bounds = temporary NoLimitScroll.
// Show custom mouse cursors over this canvas (eg. editor tools)
FancyCursors bool

View File

@ -116,7 +116,7 @@ func (w *Canvas) loopEditorScroll(ev *event.State) error {
Loop() subroutine to constrain the scrolled view to within a bounded level.
*/
func (w *Canvas) loopConstrainScroll() error {
if w.NoLimitScroll {
if w.NoLimitScroll || w.scrollOutOfBounds {
return errors.New("NoLimitScroll enabled")
}

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@ -1,6 +1,7 @@
package uix
import (
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/wallpaper"
"git.kirsle.net/go/render"
@ -31,17 +32,26 @@ func (w *Canvas) loopContainActorsInsideLevel(a *Actor) {
}
var (
orig = a.Position() // Actor's World Position
moveBy render.Point
size = a.Size()
orig = a.Position() // Actor's World Position
moveBy render.Point
size = a.Size()
playerOOB bool // player character is out of bounds
)
// Bound it on the top left edges.
if orig.X < 0 {
moveBy.X = -orig.X
if orig.X > -balance.OutOfBoundsMargin {
moveBy.X = -orig.X
} else if a.IsPlayer() {
playerOOB = true
}
}
if orig.Y < 0 {
moveBy.Y = -orig.Y
if orig.Y > -balance.OutOfBoundsMargin {
moveBy.Y = -orig.Y
} else if a.IsPlayer() {
playerOOB = true
}
}
// Bound it on the right bottom edges. XXX: downcast from int64!
@ -49,23 +59,35 @@ func (w *Canvas) loopContainActorsInsideLevel(a *Actor) {
if w.wallpaper.maxWidth > 0 {
if int64(orig.X+size.W) > w.wallpaper.maxWidth {
var delta = w.wallpaper.maxWidth - int64(orig.X+size.W)
moveBy.X = int(delta)
if delta > int64(-balance.OutOfBoundsMargin) {
moveBy.X = int(delta)
} else if a.IsPlayer() {
playerOOB = true
}
}
}
if w.wallpaper.maxHeight > 0 {
if int64(orig.Y+size.H) > w.wallpaper.maxHeight {
var delta = w.wallpaper.maxHeight - int64(orig.Y+size.H)
moveBy.Y = int(delta)
if delta > int64(-balance.OutOfBoundsMargin) {
moveBy.Y = int(delta)
// Allow them to jump from the bottom by marking them as grounded.
a.SetGrounded(true)
// Allow them to jump from the bottom by marking them as grounded.
a.SetGrounded(true)
} else if a.IsPlayer() {
playerOOB = true
}
}
}
}
if !moveBy.IsZero() {
if !moveBy.IsZero() && !(a.IsPlayer() && playerOOB) {
a.MoveBy(moveBy)
}
// If the player doodad is far out of bounds, tag it as such and
// the canvas will allow scrolling OOB to see the player.
w.scrollOutOfBounds = playerOOB
}
// PresentWallpaper draws the wallpaper.

View File

@ -38,6 +38,15 @@ func (w *Canvas) MakeScriptAPI(vm *scripting.VM) {
return nil
},
// Actors.CameraFollowPlayer tells the camera to follow the player character.
"CameraFollowPlayer": func() {
for _, actor := range w.actors {
if actor.IsPlayer() {
w.FollowActor = actor.ID()
}
}
},
// Actors.New: create a new actor.
"New": func(filename string) *Actor {
doodad, err := doodads.LoadFile(filename)
@ -104,6 +113,10 @@ func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
actor.MoveTo(p)
actor.SetGrounded(false)
},
"MoveBy": func(p render.Point) {
actor.MoveBy(p)
actor.SetGrounded(false)
},
"Grounded": actor.Grounded,
"SetHitbox": actor.SetHitbox,
"Hitbox": actor.Hitbox,

View File

@ -16,6 +16,7 @@ import (
"git.kirsle.net/SketchyMaze/doodle/pkg/wallpaper"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
"github.com/google/uuid"
)
// AddEditLevel is the "Create New Level & Edit Level Properties" window
@ -73,6 +74,7 @@ func NewAddEditLevel(config AddEditLevel) *ui.Window {
} else {
// Additional Level tabs (existing level only)
config.setupGameRuleFrame(tabframe)
config.setupAdvancedFrame(tabframe)
}
tabframe.Supervise(config.Supervisor)
@ -561,3 +563,55 @@ func (config AddEditLevel) setupGameRuleFrame(tf *ui.TabFrame) {
form.Create(frame, fields)
}
// Creates the Game Rules frame for existing level (set difficulty, etc.)
func (config AddEditLevel) setupAdvancedFrame(tf *ui.TabFrame) {
frame := tf.AddTab("Advanced", ui.NewLabel(ui.Label{
Text: "Advanced",
Font: balance.TabFont,
}))
form := magicform.Form{
Supervisor: config.Supervisor,
Engine: config.Engine,
Vertical: true,
LabelWidth: 120,
PadY: 2,
}
fields := []magicform.Field{
{
Label: "Level UUID Number",
Font: balance.LabelFont,
},
{
Label: "Levels are assigned a unique identifier (UUID) for the purpose\n" +
"of saving your high scores for them (in levels which are part of\n" +
"level packs). Your level's UUID is shown below. Click it to\n" +
"re-roll a new UUID number (e.g. in case you save a new copy\n" +
"of a level that you want to be distinct from its original.)",
Font: balance.UIFont,
},
{
Label: "Level UUID:",
Font: balance.UIFont,
TextVariable: &config.EditLevel.UUID,
Tooltip: ui.Tooltip{
Text: "Click to re-roll a new UUID value.",
Edge: ui.Top,
},
OnClick: func() {
modal.Confirm(
"Are you sure you want to re-roll a new UUID value?\n\n" +
"Saving with a new UUID will mark this level as distinct\n" +
"from the previous version - if you place both versions\n" +
"in a levelpack together they will have separate high\n" +
"score values.",
).WithTitle("Re-roll UUID").Then(func() {
config.EditLevel.UUID = uuid.New().String()
})
},
},
}
form.Create(frame, fields)
}

View File

@ -204,7 +204,7 @@ func (config LevelPack) makeIndexScreen(frame *ui.Frame, width, height int,
})
numLevels := ui.NewLabel(ui.Label{
Text: fmt.Sprintf("[completed %d of %d levels]", config.savegame.CountCompleted(lp.Filename), len(lp.Levels)),
Text: fmt.Sprintf("[completed %d of %d levels]", config.savegame.CountCompleted(lp), len(lp.Levels)),
Font: balance.MenuFont,
})
btnFrame.Pack(numLevels, ui.Pack{
@ -290,7 +290,7 @@ func (config LevelPack) makeDetailScreen(frame *ui.Frame, width, height int, lp
// How many levels completed?
var (
numCompleted = config.savegame.CountCompleted(lp.Filename)
numCompleted = config.savegame.CountCompleted(lp)
numUnlocked = lp.FreeLevels + numCompleted
)
@ -363,7 +363,7 @@ func (config LevelPack) makeDetailScreen(frame *ui.Frame, width, height int, lp
var buttons []*ui.Button
for i, level := range lp.Levels {
level := level
score := config.savegame.GetLevelScore(lp.Filename, level.Filename)
score := config.savegame.GetLevelScore(lp.Filename, level.Filename, level.UUID)
// Make a frame to hold a complex button layout.
btnFrame := ui.NewFrame("Frame")