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.
211 lines
4.8 KiB
Go
211 lines
4.8 KiB
Go
package level
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import (
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"encoding/json"
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"errors"
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"fmt"
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"os"
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"git.kirsle.net/go/render"
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)
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// Palettes are limited to uint8 in length, to aid image compression.
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const PaletteSizeLimit = 256
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// DefaultPalette returns a sensible default palette.
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func DefaultPalette() *Palette {
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return &Palette{
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Swatches: []*Swatch{
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&Swatch{
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Name: "solid",
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Color: render.Black,
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Solid: true,
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},
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&Swatch{
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Name: "decoration",
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Color: render.Grey,
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},
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&Swatch{
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Name: "fire",
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Color: render.Red,
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Fire: true,
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},
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&Swatch{
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Name: "water",
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Color: render.RGBA(0, 0, 255, 180),
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Water: true,
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},
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},
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}
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}
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// NewBlueprintPalette returns the blueprint theme's color palette.
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// DEPRECATED in favor of DefaultPalettes.
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func NewBlueprintPalette() *Palette {
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return &Palette{
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Swatches: []*Swatch{
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&Swatch{
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Name: "solid",
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Color: render.RGBA(254, 254, 254, 255),
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Solid: true,
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},
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&Swatch{
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Name: "decoration",
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Color: render.Grey,
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},
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&Swatch{
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Name: "fire",
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Color: render.RGBA(255, 80, 0, 255),
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Fire: true,
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},
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&Swatch{
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Name: "water",
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Color: render.RGBA(0, 153, 255, 255),
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Water: true,
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},
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&Swatch{
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Name: "electric",
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Color: render.RGBA(255, 255, 0, 255),
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Solid: true,
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},
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},
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}
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}
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// NewPalette initializes a blank palette.
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func NewPalette() *Palette {
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return &Palette{
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Swatches: []*Swatch{},
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byName: map[string]int{},
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}
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}
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// LoadPaletteFromFile reads a list of Swatches from a palette.json file.
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func LoadPaletteFromFile(filename string) (*Palette, error) {
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var (
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pal = NewPalette()
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bin, err = os.ReadFile(filename)
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)
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if err != nil {
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return nil, err
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}
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err = json.Unmarshal(bin, &pal.Swatches)
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pal.update()
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return pal, err
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}
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// Palette holds an index of colors used in a drawing.
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type Palette struct {
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Swatches []*Swatch `json:"swatches"`
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// Private runtime values
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ActiveSwatch *Swatch `json:"-"` // name of the actively selected color
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byName map[string]int // Cache map of swatches by name
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}
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// Inflate the palette swatch caches. Always call this method after you have
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// initialized the palette (i.e. loaded it from JSON); this will update the
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// "color by name" cache and assign the index numbers to each swatch.
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func (p *Palette) Inflate() {
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p.update()
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}
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// FlushCaches if you have modified the swatches, especially if you have
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// changed the name of an existing color. This invalidates the "by name"
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// cache and rebuilds it from scratch.
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func (p *Palette) FlushCaches() {
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p.byName = nil
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p.update()
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}
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// NewSwatch adds a new swatch to the palette.
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func (p *Palette) NewSwatch() (*Swatch, error) {
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p.update()
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var (
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index = len(p.Swatches)
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name = fmt.Sprintf("color %d", len(p.Swatches))
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)
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if index > PaletteSizeLimit {
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return nil, errors.New("only 256 colors are supported in a palette")
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}
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p.Swatches = append(p.Swatches, &Swatch{
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Name: name,
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Color: render.Magenta,
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index: index,
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})
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p.byName[name] = index
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return p.Swatches[index], nil
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}
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// AddSwatch adds a new swatch to the palette.
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func (p *Palette) AddSwatch(swatch *Swatch) error {
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p.update()
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var index = len(p.Swatches)
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if len(p.Swatches) > PaletteSizeLimit {
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return errors.New("only 256 colors are supported in a palette")
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}
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swatch.index = index
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p.Swatches = append(p.Swatches, swatch)
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p.byName[swatch.Name] = index
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return nil
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}
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// Get a swatch by name.
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func (p *Palette) Get(name string) (result *Swatch, exists bool) {
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p.update()
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if index, ok := p.byName[name]; ok && index < len(p.Swatches) {
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result = p.Swatches[index]
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exists = true
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}
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return
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}
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// update the internal caches and such.
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func (p *Palette) update() {
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// Initialize the name cache if nil or if the size disagrees with the
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// length of the swatches available.
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if p.byName == nil || len(p.byName) != len(p.Swatches) {
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// Initialize the name cache.
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p.byName = map[string]int{}
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for i, swatch := range p.Swatches {
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swatch.index = i
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p.byName[swatch.Name] = i
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}
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}
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}
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// ReplacePalette installs a new palette into your level.
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// Your existing level colors, by index, are replaced by the incoming
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// palette. If the new palette is smaller, extraneous indices are
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// left alone.
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func (l *Level) ReplacePalette(pal *Palette) {
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for i, swatch := range pal.Swatches {
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if i >= len(l.Palette.Swatches) {
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l.Palette.Swatches = append(l.Palette.Swatches, swatch)
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continue
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}
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// Ugly code, but can't just replace the swatch
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// wholesale -- the inflated level data means existing
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// pixels already have refs to their Swatch and they
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// will keep those refs until you fully save and exit
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// out of the editor.
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l.Palette.Swatches[i].Name = swatch.Name
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l.Palette.Swatches[i].Color = swatch.Color
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l.Palette.Swatches[i].Pattern = swatch.Pattern
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l.Palette.Swatches[i].Solid = swatch.Solid
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l.Palette.Swatches[i].Fire = swatch.Fire
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l.Palette.Swatches[i].Water = swatch.Water
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}
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}
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