doodle/level/types.go
Noah Petherbridge 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

96 lines
2.2 KiB
Go

package level
import (
"encoding/json"
"fmt"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/render"
)
// Base provides the common struct keys that are shared between Levels and
// Doodads.
type Base struct {
Version int `json:"version"` // File format version spec.
GameVersion string `json:"gameVersion"` // Game version that created the level.
Title string `json:"title"`
Author string `json:"author"`
// Every drawing type is able to embed other files inside of itself.
Files FileSystem `json:"files"`
}
// Level is the container format for Doodle map drawings.
type Level struct {
Base
Password string `json:"passwd"`
Locked bool `json:"locked"`
// Chunked pixel data.
Chunker *Chunker `json:"chunks"`
// The Palette holds the unique "colors" used in this map file, and their
// properties (solid, fire, slippery, etc.)
Palette *Palette `json:"palette"`
// Actors keep a list of the doodad instances in this map.
Actors ActorMap `json:"actors"`
}
// New creates a blank level object with all its members initialized.
func New() *Level {
return &Level{
Base: Base{
Version: 1,
},
Chunker: NewChunker(balance.ChunkSize),
Palette: &Palette{},
}
}
// Pixel associates a coordinate with a palette index.
type Pixel struct {
X int32 `json:"x"`
Y int32 `json:"y"`
PaletteIndex int32 `json:"p"`
// Private runtime values.
Swatch *Swatch `json:"-"` // pointer to its swatch, for when rendered.
}
func (p Pixel) String() string {
return fmt.Sprintf("Pixel<%s '%s' (%d,%d)>", p.Swatch.Color, p.Swatch.Name, p.X, p.Y)
}
// Point returns the pixel's point.
func (p Pixel) Point() render.Point {
return render.Point{
X: p.X,
Y: p.Y,
}
}
// MarshalJSON serializes a Pixel compactly as a simple list.
func (p Pixel) MarshalJSON() ([]byte, error) {
return []byte(fmt.Sprintf(
`[%d, %d, %d]`,
p.X, p.Y, p.PaletteIndex,
)), nil
}
// UnmarshalJSON loads a Pixel from JSON again.
func (p *Pixel) UnmarshalJSON(text []byte) error {
var triplet []int32
err := json.Unmarshal(text, &triplet)
if err != nil {
return err
}
p.X = triplet[0]
p.Y = triplet[1]
if len(triplet) > 2 {
p.PaletteIndex = triplet[2]
}
return nil
}