Noah Petherbridge
8965a7d86a
Add new doodads: * Start Flag: place this in a level to set the spawn point of the player character. If no flag is found, the player spawns at 0,0 in the top corner of the map. Only use one Start Flag per level, otherwise the player will randomly spawn at one of them. * Crumbly Floor: a solid floor that begins to shake and then fall apart after a moment when a mobile character steps on it. The floor respawns after 5 seconds. * State Blocks: blue and orange blocks that toggle between solid and pass-thru whenever a State Button is activated. * State Button: a solid "ON/OFF" block that toggles State Blocks back and forth when touched. Only activates if touched on the side or bottom; acts as a solid floor when walked on from the top. New features for doodad scripts: * Actor scripts: call SetMobile(true) to mark an actor as a mobile mob (i.e. player character or enemy). Other doodads can check if the actor colliding with them IsMobile so they don't activate if placed too close to other (non-mobile) doodads in a level. The Blue and Red Azulians are the only mobile characters so far. * Message.Broadcast allows sending a pub/sub message out to ALL doodads in the level, instead of only to linked doodads as Message.Publish does. This is used for the State Blocks to globally communicate on/off status without needing to link them all together manually.
366 lines
10 KiB
Go
366 lines
10 KiB
Go
package uix
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import (
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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)
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// commitStroke is the common function that applies a stroke the user is
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// actively drawing onto the canvas. This is for Edit Mode.
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func (w *Canvas) commitStroke(tool drawtool.Tool, addHistory bool) {
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if w.currentStroke == nil {
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// nothing to commit
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return
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}
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var (
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deleting = w.currentStroke.Shape == drawtool.Eraser
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dedupe = map[render.Point]interface{}{} // don't revisit the same point twice
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// Helper functions to set pixels on the level while storing the original
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// value of any pixel being replaced.
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set = func(pt render.Point, sw *level.Swatch) {
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// Take note of what pixel was originally here before we change it.
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if swatch, err := w.chunks.Get(pt); err == nil {
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if _, ok := dedupe[pt]; !ok {
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w.currentStroke.OriginalPoints[pt] = swatch
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dedupe[pt] = nil
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}
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}
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if deleting {
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w.chunks.Delete(pt)
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} else if sw != nil {
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w.chunks.Set(pt, sw)
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} else {
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panic("Canvas.commitStroke.set: current stroke has no level.Swatch in ExtraData")
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}
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}
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// Rects: read existing pixels first, then write new pixels
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readRect = func(rect render.Rect) {
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for pt := range w.chunks.IterViewport(rect) {
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point := pt.Point()
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if _, ok := dedupe[point]; !ok {
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w.currentStroke.OriginalPoints[pt.Point()] = pt.Swatch
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dedupe[point] = nil
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}
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}
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}
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setRect = func(rect render.Rect, sw *level.Swatch) {
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if deleting {
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w.chunks.DeleteRect(rect)
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} else if sw != nil {
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w.chunks.SetRect(rect, sw)
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} else {
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panic("Canvas.commitStroke.setRect: current stroke has no level.Swatch in ExtraData")
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}
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}
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)
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var swatch *level.Swatch
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if v, ok := w.currentStroke.ExtraData.(*level.Swatch); ok {
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swatch = v
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}
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if w.currentStroke.Thickness > 0 {
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// Eraser Tool only: record which pixels will be blown away by this.
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// This is SLOW for thick (rect-based) lines, but eraser tool must have it.
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if deleting {
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for rect := range w.currentStroke.IterThickPoints() {
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readRect(rect)
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}
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}
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for rect := range w.currentStroke.IterThickPoints() {
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setRect(rect, swatch)
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}
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} else {
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for pt := range w.currentStroke.IterPoints() {
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// note: set already records the original pixel if changing it.
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set(pt, swatch)
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}
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}
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// Add the stroke to level history.
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if w.level != nil && addHistory {
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w.level.UndoHistory.AddStroke(w.currentStroke)
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}
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w.RemoveStroke(w.currentStroke)
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w.currentStroke = nil
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w.lastPixel = nil
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}
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// loopEditable handles the Loop() part for editable canvases.
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func (w *Canvas) loopEditable(ev *event.State) error {
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// Get the absolute position of the canvas on screen to accurately match
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// it up to mouse clicks.
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var (
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P = ui.AbsolutePosition(w)
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cursor = render.Point{
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X: ev.CursorX - P.X - w.Scroll.X,
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Y: ev.CursorY - P.Y - w.Scroll.Y,
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}
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)
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// If the actual cursor is not over the actual Canvas UI element, don't
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// pay any attention to clicks. I added this when I saw you were able to
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// accidentally draw (with large brush size) when clicking on the Palette
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// panel and not the drawing itself.
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if !w.IsCursorOver() {
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return nil
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}
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switch w.Tool {
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case drawtool.PencilTool:
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// If no swatch is active, do nothing with mouse clicks.
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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// Clicking? Log all the pixels while doing so.
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if ev.Button1 {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Freehand, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.AddStroke(w.currentStroke)
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}
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lastPixel := w.lastPixel
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pixel := &level.Pixel{
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X: cursor.X,
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Y: cursor.Y,
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Swatch: w.Palette.ActiveSwatch,
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}
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// If the user is holding the mouse down over one spot and not
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// moving, don't do anything. The pixel has already been set and
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// needless writes to the map cause needless cache rewrites etc.
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if lastPixel != nil {
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if pixel.X == lastPixel.X && pixel.Y == lastPixel.Y {
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break
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}
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}
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// Append unique new pixels.
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if lastPixel != nil || lastPixel != pixel {
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// Draw the pixels in between.
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if lastPixel != nil && lastPixel != pixel {
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for point := range render.IterLine(lastPixel.Point(), pixel.Point()) {
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w.currentStroke.AddPoint(point)
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}
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}
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w.lastPixel = pixel
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// Save the pixel in the current stroke.
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w.currentStroke.AddPoint(render.Point{
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X: cursor.X,
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Y: cursor.Y,
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})
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}
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.LineTool:
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// If no swatch is active, do nothing with mouse clicks.
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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// Clicking? Log all the pixels while doing so.
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if ev.Button1 {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Line, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
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w.AddStroke(w.currentStroke)
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}
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w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.RectTool:
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// If no swatch is active, do nothing with mouse clicks.
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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// Clicking? Log all the pixels while doing so.
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if ev.Button1 {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Rectangle, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
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w.AddStroke(w.currentStroke)
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}
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w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.EllipseTool:
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if w.Palette.ActiveSwatch == nil {
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return nil
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}
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if ev.Button1 {
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if w.currentStroke == nil {
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w.currentStroke = drawtool.NewStroke(drawtool.Ellipse, w.Palette.ActiveSwatch.Color)
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w.currentStroke.Thickness = w.BrushSize
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w.currentStroke.ExtraData = w.Palette.ActiveSwatch
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w.currentStroke.PointA = render.NewPoint(cursor.X, cursor.Y)
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w.AddStroke(w.currentStroke)
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}
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w.currentStroke.PointB = render.NewPoint(cursor.X, cursor.Y)
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.EraserTool:
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// Clicking? Log all the pixels while doing so.
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if ev.Button1 {
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// Initialize a new Stroke for this atomic drawing operation?
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if w.currentStroke == nil {
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// The color is white, will look like white-out that covers the
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// wallpaper during the stroke.
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w.currentStroke = drawtool.NewStroke(drawtool.Eraser, render.White)
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w.currentStroke.Thickness = w.BrushSize
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w.AddStroke(w.currentStroke)
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}
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lastPixel := w.lastPixel
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pixel := &level.Pixel{
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X: cursor.X,
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Y: cursor.Y,
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Swatch: w.Palette.ActiveSwatch,
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}
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// If the user is holding the mouse down over one spot and not
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// moving, don't do anything. The pixel has already been set and
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// needless writes to the map cause needless cache rewrites etc.
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if lastPixel != nil {
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if pixel.X == lastPixel.X && pixel.Y == lastPixel.Y {
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break
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}
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}
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// Append unique new pixels.
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if lastPixel == nil || lastPixel != pixel {
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if lastPixel != nil && lastPixel != pixel {
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for point := range render.IterLine(lastPixel.Point(), pixel.Point()) {
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w.currentStroke.AddPoint(point)
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}
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}
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w.lastPixel = pixel
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w.currentStroke.AddPoint(render.Point{
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X: cursor.X,
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Y: cursor.Y,
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})
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}
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} else {
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w.commitStroke(w.Tool, true)
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}
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case drawtool.ActorTool:
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// See if any of the actors are below the mouse cursor.
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var WP = w.WorldIndexAt(cursor)
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var deleteActors = []*level.Actor{}
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for _, actor := range w.actors {
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box := render.Rect{
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X: actor.Actor.Point.X - P.X - w.Scroll.X,
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Y: actor.Actor.Point.Y - P.Y - w.Scroll.Y,
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W: actor.Canvas.Size().W,
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H: actor.Canvas.Size().H,
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}
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if WP.Inside(box) {
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actor.Canvas.Configure(ui.Config{
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BorderSize: 1,
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BorderColor: render.RGBA(255, 153, 0, 255),
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BorderStyle: ui.BorderSolid,
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Background: render.White, // TODO: cuz the border draws a bgcolor
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})
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// Check for a mouse down event to begin dragging this
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// canvas around.
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if ev.Button1 {
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// Pop this canvas out for the drag/drop.
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if w.OnDragStart != nil {
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deleteActors = append(deleteActors, actor.Actor)
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w.OnDragStart(actor.Actor)
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}
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break
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} else if ev.Button3 {
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// Right click to delete an actor.
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deleteActors = append(deleteActors, actor.Actor)
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}
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} else {
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actor.Canvas.SetBorderSize(0)
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actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
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}
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}
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// Change in actor count?
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if len(deleteActors) > 0 && w.OnDeleteActors != nil {
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w.OnDeleteActors(deleteActors)
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}
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case drawtool.LinkTool:
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// See if any of the actors are below the mouse cursor.
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var WP = w.WorldIndexAt(cursor)
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for _, actor := range w.actors {
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// Permanently color the actor if it's the current subject of the
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// Link Tool (after 1st click, until 2nd click of other actor)
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if w.linkFirst == actor {
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actor.Canvas.Configure(ui.Config{
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Background: render.RGBA(255, 153, 255, 153),
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})
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continue
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}
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box := render.Rect{
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X: actor.Actor.Point.X - P.X - w.Scroll.X,
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Y: actor.Actor.Point.Y - P.Y - w.Scroll.Y,
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W: actor.Canvas.Size().W,
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H: actor.Canvas.Size().H,
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}
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if WP.Inside(box) {
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actor.Canvas.Configure(ui.Config{
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BorderSize: 1,
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BorderColor: render.RGBA(255, 153, 255, 255),
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BorderStyle: ui.BorderSolid,
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Background: render.White, // TODO: cuz the border draws a bgcolor
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})
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// Click handler to start linking this actor.
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if ev.Button1 {
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if err := w.LinkAdd(actor); err != nil {
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return err
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}
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break
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}
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} else {
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actor.Canvas.SetBorderSize(0)
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actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
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}
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}
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}
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return nil
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}
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