Noah Petherbridge
1f00af5741
Fix collision detection when an actor's hitbox is offset from 0,0: * Actors having a hitbox that didn't begin at X,Y 0,0 used to experience clipping issues with level geometry: because the game tracks their Position (top left corner of their graphical sprite) and their target position wasn't being correctly offset by their hitbox offset. * To resolve the issue, an "ActorOffset" struct is added: you give it the original game's Actor (with its offset hitbox) and it will record the offset and give a mocked Actor for collision detection purposes: where the Position and Target can be offset and where its Hitbox claims to begin at 0,0 matching its offsetted Position. * The translation between your original Actor and Offset Actor is handled at the boundary of the CollidesWithGrid function, so the main algorithm didn't need to be messed with and the game itself doesn't need to care about the offset. Make some fixes to the doodad CLI tool: * Fix palette colors being duplicated/doubled when converting from an image. * The --palette flag in `doodad convert` now actually functions: so you can supply an initial palette.json with colors and attributes to e.g. mark which colors should be solid or fire and give them names. The palette.json doesn't need to be comprehensive: it will be extended with new distinct colors as needed during the conversion.
365 lines
9.6 KiB
Go
365 lines
9.6 KiB
Go
package commands
|
|
|
|
import (
|
|
"errors"
|
|
"fmt"
|
|
"image"
|
|
"os"
|
|
"path/filepath"
|
|
"sort"
|
|
"strings"
|
|
|
|
"image/png"
|
|
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/native"
|
|
"git.kirsle.net/go/render"
|
|
"github.com/urfave/cli/v2"
|
|
"golang.org/x/image/bmp"
|
|
)
|
|
|
|
// Convert between image files (png or bitmap) and Doodle drawing files (levels
|
|
// and doodads)
|
|
var Convert *cli.Command
|
|
|
|
func init() {
|
|
Convert = &cli.Command{
|
|
Name: "convert",
|
|
Usage: "convert between images and Doodle drawing files",
|
|
ArgsUsage: "<input> <output>",
|
|
Flags: []cli.Flag{
|
|
&cli.StringFlag{
|
|
Name: "key",
|
|
Usage: "chroma key color for transparency on input image files, e.g. #ffffff",
|
|
Value: "",
|
|
},
|
|
&cli.StringFlag{
|
|
Name: "title",
|
|
Aliases: []string{"t"},
|
|
Usage: "set the title of the level or doodad being created",
|
|
},
|
|
&cli.StringFlag{
|
|
Name: "palette",
|
|
Aliases: []string{"p"},
|
|
Usage: "use a palette JSON to define color swatch properties",
|
|
},
|
|
},
|
|
Action: func(c *cli.Context) error {
|
|
if c.NArg() < 2 {
|
|
return cli.Exit(
|
|
"Usage: doodad convert <input.png...> <output.doodad>\n"+
|
|
" Image file types: png, bmp\n"+
|
|
" Drawing file types: level, doodad",
|
|
1,
|
|
)
|
|
}
|
|
|
|
// Parse the chroma key.
|
|
var chroma = render.Invisible
|
|
if key := c.String("key"); key != "" {
|
|
color, err := render.HexColor(c.String("key"))
|
|
if err != nil {
|
|
return cli.Exit(
|
|
"Chrome key not a valid color: "+err.Error(),
|
|
1,
|
|
)
|
|
}
|
|
chroma = color
|
|
}
|
|
|
|
args := c.Args().Slice()
|
|
var (
|
|
inputFiles = args[:len(args)-1]
|
|
inputType = strings.ToLower(filepath.Ext(inputFiles[0]))
|
|
outputFile = args[len(args)-1]
|
|
outputType = strings.ToLower(filepath.Ext(outputFile))
|
|
)
|
|
|
|
if inputType == extPNG || inputType == extBMP {
|
|
if outputType == extLevel || outputType == extDoodad {
|
|
if err := imageToDrawing(c, chroma, inputFiles, outputFile); err != nil {
|
|
return cli.Exit(err.Error(), 1)
|
|
}
|
|
return nil
|
|
}
|
|
return cli.Exit("Image inputs can only output to Doodle drawings", 1)
|
|
} else if inputType == extLevel || inputType == extDoodad {
|
|
if outputType == extPNG || outputType == extBMP {
|
|
if err := drawingToImage(c, chroma, inputFiles, outputFile); err != nil {
|
|
return cli.Exit(err.Error(), 1)
|
|
}
|
|
return nil
|
|
}
|
|
return cli.Exit("Doodle drawing inputs can only output to image files", 1)
|
|
}
|
|
|
|
return cli.Exit("File types must be: png, bmp, level, doodad", 1)
|
|
},
|
|
}
|
|
}
|
|
|
|
func imageToDrawing(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error {
|
|
// Read the source images. Ensure they all have the same boundaries.
|
|
var (
|
|
imageBounds image.Point
|
|
width int // dimensions of the incoming image
|
|
height int
|
|
images []image.Image
|
|
)
|
|
|
|
for i, filename := range inputFiles {
|
|
reader, err := os.Open(filename)
|
|
if err != nil {
|
|
return cli.Exit(err.Error(), 1)
|
|
}
|
|
|
|
img, format, err := image.Decode(reader)
|
|
log.Info("Parsed image %d of %d. Format: %s", i+1, len(inputFiles), format)
|
|
if err != nil {
|
|
return cli.Exit(err.Error(), 1)
|
|
}
|
|
|
|
// Get the bounding box information of the source image.
|
|
var (
|
|
bounds = img.Bounds()
|
|
imageSize = bounds.Size()
|
|
)
|
|
|
|
// Validate all images are the same size.
|
|
if i == 0 {
|
|
imageBounds = imageSize
|
|
width = imageSize.X
|
|
height = imageSize.Y
|
|
} else if imageSize != imageBounds {
|
|
return cli.Exit("your source images are not all the same dimensions", 1)
|
|
}
|
|
|
|
images = append(images, img)
|
|
}
|
|
|
|
// Initialize the palette from a JSON file?
|
|
var palette *level.Palette
|
|
if paletteFile := c.String("palette"); paletteFile != "" {
|
|
log.Info("Loading initial palette from file: %s", paletteFile)
|
|
if p, err := level.LoadPaletteFromFile(paletteFile); err != nil {
|
|
return err
|
|
} else {
|
|
palette = p
|
|
}
|
|
}
|
|
|
|
// Helper function to translate image filenames into layer names.
|
|
toLayerName := func(filename string) string {
|
|
ext := filepath.Ext(filename)
|
|
return strings.TrimSuffix(filepath.Base(filename), ext)
|
|
}
|
|
|
|
// Generate the output drawing file.
|
|
switch strings.ToLower(filepath.Ext(outputFile)) {
|
|
case extDoodad:
|
|
doodad := doodads.New(width, height)
|
|
doodad.GameVersion = branding.Version
|
|
doodad.Title = c.String("title")
|
|
if doodad.Title == "" {
|
|
doodad.Title = "Converted Doodad"
|
|
}
|
|
doodad.Author = native.DefaultAuthor
|
|
|
|
// Write the first layer and gather its palette.
|
|
log.Info("Converting first layer to drawing and getting the palette")
|
|
var chunkSize = doodad.ChunkSize8()
|
|
log.Info("Output is a Doodad file (%dx%d): %s", width, height, outputFile)
|
|
palette, layer0 := imageToChunker(images[0], chroma, palette, chunkSize)
|
|
doodad.Palette = palette
|
|
doodad.Layers[0].Chunker = layer0
|
|
doodad.Layers[0].Name = toLayerName(inputFiles[0])
|
|
|
|
// Write any additional layers.
|
|
if len(images) > 1 {
|
|
for i := 1; i < len(images); i++ {
|
|
img := images[i]
|
|
log.Info("Converting extra layer %d", i)
|
|
_, chunker := imageToChunker(img, chroma, palette, chunkSize)
|
|
doodad.AddLayer(toLayerName(inputFiles[i]), chunker)
|
|
}
|
|
}
|
|
|
|
err := doodad.WriteJSON(outputFile)
|
|
if err != nil {
|
|
return cli.Exit(err.Error(), 1)
|
|
}
|
|
case extLevel:
|
|
log.Info("Output is a Level file: %s", outputFile)
|
|
if len(images) > 1 {
|
|
log.Warn("Notice: levels only support one layer so only your first image will be used")
|
|
}
|
|
|
|
lvl := level.New()
|
|
lvl.GameVersion = branding.Version
|
|
lvl.MaxWidth = int64(width)
|
|
lvl.MaxHeight = int64(height)
|
|
lvl.PageType = level.Bounded
|
|
lvl.Title = c.String("title")
|
|
if lvl.Title == "" {
|
|
lvl.Title = "Converted Level"
|
|
}
|
|
lvl.Author = native.DefaultAuthor
|
|
palette, chunker := imageToChunker(images[0], chroma, palette, lvl.Chunker.Size)
|
|
lvl.Palette = palette
|
|
lvl.Chunker = chunker
|
|
|
|
err := lvl.WriteJSON(outputFile)
|
|
if err != nil {
|
|
return cli.Exit(err.Error(), 1)
|
|
}
|
|
default:
|
|
return cli.Exit("invalid output file: not a Doodle drawing", 1)
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func drawingToImage(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error {
|
|
var palette *level.Palette
|
|
var chunker *level.Chunker
|
|
inputFile := inputFiles[0]
|
|
|
|
switch strings.ToLower(filepath.Ext(inputFile)) {
|
|
case extLevel:
|
|
log.Info("Load Level: %s", inputFile)
|
|
m, err := level.LoadJSON(inputFile)
|
|
if err != nil {
|
|
return fmt.Errorf("load level: %s", err.Error())
|
|
}
|
|
chunker = m.Chunker
|
|
palette = m.Palette
|
|
case extDoodad:
|
|
log.Info("Load Doodad: %s", inputFile)
|
|
d, err := doodads.LoadJSON(inputFile)
|
|
if err != nil {
|
|
return fmt.Errorf("load doodad: %s", err.Error())
|
|
}
|
|
chunker = d.Layers[0].Chunker // TODO: layers
|
|
palette = d.Palette
|
|
default:
|
|
return fmt.Errorf("%s: not a level or doodad file", inputFile)
|
|
}
|
|
|
|
_ = chunker
|
|
_ = palette
|
|
|
|
// Create an image for the full world size.
|
|
canvas := chunker.WorldSizePositive()
|
|
img := image.NewRGBA(image.Rectangle{
|
|
Min: image.Point{
|
|
X: int(canvas.X),
|
|
Y: int(canvas.Y),
|
|
},
|
|
Max: image.Point{
|
|
X: int(canvas.W),
|
|
Y: int(canvas.H),
|
|
},
|
|
})
|
|
|
|
// Blank out the pixels.
|
|
for x := 0; x < img.Bounds().Max.X; x++ {
|
|
for y := 0; y < img.Bounds().Max.Y; y++ {
|
|
img.Set(x, y, render.White.ToColor())
|
|
}
|
|
}
|
|
|
|
// Transcode all pixels onto it.
|
|
for px := range chunker.IterPixels() {
|
|
img.Set(int(px.X), int(px.Y), px.Swatch.Color.ToColor())
|
|
}
|
|
|
|
// Write the output file.
|
|
switch strings.ToLower(filepath.Ext(outputFile)) {
|
|
case ".png":
|
|
fh, err := os.Create(outputFile)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
defer fh.Close()
|
|
return png.Encode(fh, img)
|
|
case ".bmp":
|
|
fh, err := os.Create(outputFile)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
defer fh.Close()
|
|
return bmp.Encode(fh, img)
|
|
}
|
|
|
|
return errors.New("not valid output image type")
|
|
}
|
|
|
|
// imageToChunker implements a generic transcoding of an image.Image to a Chunker
|
|
// and returns the Palette, ready to plug into a Doodad or Level drawing.
|
|
//
|
|
// img: input image like a PNG
|
|
// chroma: transparent color
|
|
// palette: your palette so far (new distinct colors are added)
|
|
func imageToChunker(img image.Image, chroma render.Color, palette *level.Palette, chunkSize uint8) (*level.Palette, *level.Chunker) {
|
|
var (
|
|
chunker = level.NewChunker(chunkSize)
|
|
bounds = img.Bounds()
|
|
)
|
|
|
|
if palette == nil {
|
|
palette = level.NewPalette()
|
|
}
|
|
|
|
// Cache a palette of unique colors as we go.
|
|
var uniqueColor = map[string]*level.Swatch{}
|
|
var newColors = map[string]*level.Swatch{} // new ones discovered this time
|
|
for _, swatch := range palette.Swatches {
|
|
uniqueColor[swatch.Color.String()] = swatch
|
|
}
|
|
|
|
for x := bounds.Min.X; x < bounds.Max.X; x++ {
|
|
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
|
|
px := img.At(x, y)
|
|
color := render.FromColor(px)
|
|
if color == chroma || color.Transparent() { // invisible pixel
|
|
continue
|
|
}
|
|
|
|
// New color for the palette?
|
|
swatch, ok := uniqueColor[color.String()]
|
|
if !ok {
|
|
log.Info("New color: %s", color)
|
|
swatch = &level.Swatch{
|
|
Name: color.String(),
|
|
Color: color,
|
|
}
|
|
uniqueColor[color.String()] = swatch
|
|
newColors[color.String()] = swatch
|
|
}
|
|
|
|
chunker.Set(render.NewPoint(x, y), swatch)
|
|
}
|
|
}
|
|
|
|
// Order the palette.
|
|
var sortedColors []string
|
|
for k := range uniqueColor {
|
|
sortedColors = append(sortedColors, k)
|
|
}
|
|
sort.Strings(sortedColors)
|
|
for _, hex := range sortedColors {
|
|
if _, ok := newColors[hex]; ok {
|
|
if err := palette.AddSwatch(uniqueColor[hex]); err != nil {
|
|
log.Error("Could not add more colors to the palette: %s", err)
|
|
panic(err.Error())
|
|
}
|
|
}
|
|
}
|
|
palette.Inflate()
|
|
|
|
return palette, chunker
|
|
}
|