Noah Petherbridge
258b2eb285
* CLI: fix the `doodad convert` command to share the same Palette when converting each frame (layer) of a doodad so subsequent layers find the correct color swatches for serialization. * Scripting: add timers and intervals to Doodad scripts to allow them to animate themselves or add delayed callbacks. The timers have the same API as a web browser: setTimeout(), setInterval(), clearTimeout(), clearInterval(). * Add support for uix.Actor to change its currently rendered layer in the level. For example a Button Doodad can set its image to Layer 1 (pressed) when touched by the player, and Trapdoors can cycle through their layers to animate opening and closing. * Usage from a Doodad script: Self.ShowLayer(1) * Default Doodads: added scripts for all Buttons, Doors, Keys and the Trapdoor to run their various animations when touched (in the case of Keys, destroy themselves when touched, because there is no player inventory yet) |
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commands | ||
main.go | ||
README.md |
doodad.exe
The doodad tool is a command line interface for interacting with Levels and Doodad files, collectively referred to as "Doodle drawings" or just "drawings" for short.
Commands
doodad convert
Convert between standard image files (bitmap or PNG) and Doodle drawings (levels or doodads).
This command can be used to "export" a Doodle drawing as a PNG (when run against a Level file, it may export a massive PNG image containing the entire level). It may also "import" a new Doodle drawing from an image on disk.
Example:
# Export a full screenshot of your level
$ doodad convert mymap.level screenshot.png
# Create a new level based from a PNG image.
$ doodad convert scanned-drawing.png new-level.level
# Create a new doodad based from a BMP image, and in this image the chroma
# color (transparent) is #FF00FF instead of white as default.
$ doodad convert --key '#FF00FF' button.png button.doodad
Supported image types:
- PNG (8-bit or 24-bit, with transparent pixels or chroma key)
- BMP (bitmap image with chroma key)
The chrome key defaults to white (#FFFFFF
), so pixels of that color are
treated as transparent and ignored. For PNG images, if a pixel is fully
transparent (alpha channel 0%) it will also be skipped.
When converting an image into a drawing, the unique colors identified in the drawing are extracted into the palette. You will need to later edit the palette to assign meaning to the colors.