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.
104 lines
2.1 KiB
Go
104 lines
2.1 KiB
Go
package render
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import (
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"fmt"
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"strconv"
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"strings"
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)
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// Point holds an X,Y coordinate value.
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type Point struct {
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X int32
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Y int32
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}
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// Common points.
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var (
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Origin Point
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)
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// NewPoint makes a new Point at an X,Y coordinate.
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func NewPoint(x, y int32) Point {
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return Point{
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X: x,
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Y: y,
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}
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}
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func (p Point) String() string {
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return fmt.Sprintf("%d,%d", p.X, p.Y)
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}
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// ParsePoint to parse a point from its string representation.
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func ParsePoint(v string) (Point, error) {
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halves := strings.Split(v, ",")
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if len(halves) != 2 {
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return Point{}, fmt.Errorf("'%s': not a valid coordinate string", v)
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}
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x, errX := strconv.Atoi(halves[0])
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y, errY := strconv.Atoi(halves[1])
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if errX != nil || errY != nil {
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return Point{}, fmt.Errorf("invalid coordinate string (X: %v; Y: %v)",
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errX,
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errY,
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)
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}
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return Point{
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X: int32(x),
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Y: int32(y),
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}, nil
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}
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// IsZero returns if the point is the zero value.
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func (p Point) IsZero() bool {
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return p.X == 0 && p.Y == 0
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}
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// Inside returns whether the Point falls inside the rect.
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//
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// NOTICE: the W and H are zero-relative, so a 100x100 box at coordinate
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// X,Y would still have W,H of 100.
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func (p Point) Inside(r Rect) bool {
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var (
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x1 = r.X
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y1 = r.Y
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x2 = r.X + r.W
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y2 = r.Y + r.H
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)
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return ((p.X >= x1 && p.X <= x2) &&
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(p.Y >= y1 && p.Y <= y2))
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}
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// Add (or subtract) the other point to your current point.
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func (p *Point) Add(other Point) {
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p.X += other.X
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p.Y += other.Y
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}
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// MarshalText to convert the point into text so that a render.Point may be used
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// as a map key and serialized to JSON.
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func (p *Point) MarshalText() ([]byte, error) {
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return []byte(fmt.Sprintf("%d,%d", p.X, p.Y)), nil
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}
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// UnmarshalText to restore it from text.
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func (p *Point) UnmarshalText(b []byte) error {
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halves := strings.Split(strings.Trim(string(b), `"`), ",")
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if len(halves) != 2 {
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return fmt.Errorf("'%s': not a valid coordinate string", b)
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}
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x, errX := strconv.Atoi(halves[0])
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y, errY := strconv.Atoi(halves[1])
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if errX != nil || errY != nil {
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return fmt.Errorf("Point.UnmarshalJSON: Atoi errors (X=%s Y=%s)",
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errX,
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errY,
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)
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}
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p.X = int32(x)
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p.Y = int32(y)
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return nil
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}
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