Commit Graph

3 Commits

Author SHA1 Message Date
20771fbe13 Draw Actors Embedded in Levels in Edit Mode
Add the JSON format for embedding Actors (Doodad instances) inside of a
Level. I made a test map that manually inserted a couple of actors.

Actors are given to the Canvas responsible for the Level via the
function `InstallActors()`. So it means you'll call LoadLevel and then
InstallActors to hook everything up.

The Canvas creates sub-Canvas widgets from each Actor.

After drawing the main level geometry from the Canvas.Chunker, it calls
the drawActors() function which does the same but for Actors.

Levels keep a global map of all Actors that exist. For any Actors that
are visible within the Viewport, their sub-Canvas widgets are presented
appropriately on top of the parent Canvas. In case their sub-Canvas
overlaps the parent's boundaries, their sub-Canvas is resized and moved
appropriately.

- Allow the MainWindow to be resized at run time, and the UI
  recalculates its sizing and position.
- Made the in-game Shell properties editable via environment variables.
  The kirsle.env file sets a blue and pink color scheme.
- Begin the ground work for Levels and Doodads to embed files inside
  their data via the level.FileSystem type.
- UI: Labels can now contain line break characters. It will
  appropriately render multiple lines of render.Text and take into
  account the proper BoxSize to contain them all.
- Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL
  debug overlay and visualization options.
- Add debug overlay to "tag" each Canvas widget with some of its
  details, like its Name and World Position. Can be enabled with the
  environment variable DEBUG_CANVAS_LABEL=true
- Improved the FPS debug overlay to show in labeled columns and multiple
  colors, with easy ability to add new data points to it.
2018-10-19 13:32:25 -07:00
e25869644c Fix Play Mode, Level Handover & Collision Detection
* Edit Mode now uses the Level object itself to keep the drawing data
  rather than pull its Palette and Chunks out, so it can hang on to more
  information. The Canvas widget is given references to the
  Level.Palette and Level.Chunker via Canvas.LoadLevel()
* Fix the handoff between Edit Mode and Play Mode. They pass the Level
  object back and forth and the Filename, because it's not part of the
  Level. You can save the map with its original settings after returning
  from Play Mode.
* Fix the collision detection in Play Mode. It broke previously when
  palettes were added because of the difference between a render.Point
  and a level.Pixel and it couldn't easily look up coordinates. The new
  Chunker system provides a render.Point lookup API.
* All pixels are solid for collision right now, TODO is to return Swatch
  information from the pixels touching the player character and react
  accordingly (non-solid, fire flag, etc.)
* Remove the level.Grid type as it has been replaced by the Chunker.
* Clean up some unused variables and functions.
2018-09-25 09:40:34 -07:00
3c185528f9 Implement Chunk System for Pixel Data
Starts the implementation of the chunk-based pixel storage system for
levels and drawings.

Previously the levels had a Pixels structure which was just an array of
X,Y and palette index triplets. The new chunk system divides the map up
into square chunks, and lets each chunk manage its own memory layout.

The "MapAccessor" layout is implemented first which is a map of X,Y
coordinates to their Swatches (pointer to an index of the palette). When
serialized the MapAccessor maps the "X,Y": "index" similarly to the old
Pixels array.

The object hierarchy for the chunk system is like:

* Chunker: the manager of the chunks who keeps track of the ChunkSize
  and a map of "chunk coordinates" to the chunk in charge of it.
  * Chunk: a part of the drawing ChunkSize length square. A chunk has a
    Type (of how it stores its data, 0 being a map[Point]Swatch and 1
    being a [][]Swatch 2D array), and the chunk has an Accessor which
    implements the underlying type.
    * Accessor: an interface for a Chunk to provide access to its
      pixels.
      * MapAccessor: a "sparse map" of coordinates to their Swatches.
      * GridAccessor: TBD, will be a "dense" 2D grid of Swatches.

The JSON files are loaded in two passes:

1. The chunks only load their swatch indexes from disk.
2. With the palette also loaded, the chunks are "inflated" and linked
   to their swatch pointers.

Misc changes:

* The `level.Canvas` UI widget switches from the old Grid data type to
  being able to directly use a `level.Chunker`
* The Chunker is a shared data type between the on-disk level format and
  the actual renderer (level.Canvas), so saving the level is easy
  because you can just pull the Chunker out from the canvas.
* ChunkSize is stored inside the level file and the default value is at
  balance/numbers.go: 1000
2018-09-23 15:42:05 -07:00