Noah Petherbridge
1e80304061
* Add the JavaScript system for Doodads to run their scripts in levels, and wire initial OnCollide() handler support. * CLI: Add a `doodad install-script` command to the doodad tool. * Usage: `doodad install-script <index.js> <filename.doodad>` * Add dev-assets folder for storing source files for the official default doodads, sprites, levels, etc. and for now add a JavaScript for the first test doodad. |
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commands | ||
main.go | ||
README.md |
doodad.exe
The doodad tool is a command line interface for interacting with Levels and Doodad files, collectively referred to as "Doodle drawings" or just "drawings" for short.
Commands
doodad convert
Convert between standard image files (bitmap or PNG) and Doodle drawings (levels or doodads).
This command can be used to "export" a Doodle drawing as a PNG (when run against a Level file, it may export a massive PNG image containing the entire level). It may also "import" a new Doodle drawing from an image on disk.
Example:
# Export a full screenshot of your level
$ doodad convert mymap.level screenshot.png
# Create a new level based from a PNG image.
$ doodad convert scanned-drawing.png new-level.level
# Create a new doodad based from a BMP image, and in this image the chroma
# color (transparent) is #FF00FF instead of white as default.
$ doodad convert --key '#FF00FF' button.png button.doodad
Supported image types:
- PNG (8-bit or 24-bit, with transparent pixels or chroma key)
- BMP (bitmap image with chroma key)
The chrome key defaults to white (#FFFFFF
), so pixels of that color are
treated as transparent and ignored. For PNG images, if a pixel is fully
transparent (alpha channel 0%) it will also be skipped.
When converting an image into a drawing, the unique colors identified in the drawing are extracted into the palette. You will need to later edit the palette to assign meaning to the colors.