Noah Petherbridge
20771fbe13
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.
26 lines
637 B
Go
26 lines
637 B
Go
package level
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import "git.kirsle.net/apps/doodle/render"
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// ActorMap holds the doodad information by their ID in the level data.
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type ActorMap map[string]*Actor
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// Inflate assigns each actor its ID from the hash map for their self reference.
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func (m ActorMap) Inflate() {
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for id, actor := range m {
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actor.id = id
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}
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}
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// Actor is an instance of a Doodad in the level.
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type Actor struct {
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id string // NOTE: read only, use ID() to access.
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Filename string `json:"filename"` // like "exit.doodad"
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Point render.Point `json:"point"`
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}
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// ID returns the actor's ID.
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func (a *Actor) ID() string {
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return a.id
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}
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