Commit Graph

3 Commits

Author SHA1 Message Date
6713dd7bfc Play: Autoscrolling and Bounded Level Support
Implement scrolling behavior in Play Mode by allowing the Canvas to
follow a specific actor and keep it in view. The Canvas has a
FollowActor property which holds an ID of the actor to follow (if blank,
no actor is being followed).

In Play Mode the Player is followed and when they get too close to the
left or right edges of the screen, the level will scroll to try and
catch them. If the player is moving very fast they can outrun the
camera.

The bounded levels are enforced in Play Mode and the camera won't scroll
to view pixels out-of-bounds and the Doodad actors inside the level
aren't allowed to exit its boundaries. This is global, not only for the
Player doodad but any Doodad that came with the level as well.

Other changes:

- Restructured Canvas widget code into many new files. The Canvas widget
  is shaping up to be where most of the magic happens, which is okay
  because it's close to the action and pulling the strings from outside
  would be harder, even tho as a UI element you think it should be
  lightweight.
- Debug Overlay: added room for Scenes to insert their own custom Debug
  Overlay key/value pairs (the values are string pointers so the Scene
  can update them freely):
  - The core labels are FPS, Scene and Mouse. The Pixel (world
    coordinate under cursor) is removed from the core labels.
  - Edit Scene provides Pixel, Tool and Swatch
  - Play Scene provides Pixel, Player, Viewport, Scroll
2018-10-28 17:52:45 -07:00
5b3e679b2a WIP 2018-10-20 19:49:59 -07:00
a7fd3aa1ca Doodad Edit Mode: Saving and Loading From Disk
Adds the first features to Edit Mode to support creation of Doodad
files! The "New Doodad" button pops up a prompt for a Doodad size
(default 100px) and configures the Canvas widget and makes a Doodad
struct instead of a Level to manage.

* Move the custom Canvas widget from `level.Canvas` to `uix.Canvas`
  (the uix package is for our custom UI widgets now)
* Rename the `doodads.Doodad` interface (for runtime instances of
  Doodads) to `doodads.Actor` and make `doodads.Doodad` describe the
  file format and JSON schema instead.
* Rename the `EditLevel()` method to `EditDrawing()` and it inspects the
  file extension to know whether to launch the Edit Mode for a Level or
  for a Doodad drawing.
* Doodads can be edited by using the `-edit` CLI flag or using the
  in-game file open features (including `edit` command of dev console).
* Add a `Scrollable` boolean to uix.Canvas to restrict the keyboard
  being able to scroll the level, for editing Doodads which have a fixed
  size.
2018-09-26 10:07:22 -07:00