Noah Petherbridge
9b75f1b039
* New built-in wallpaper: "Dotted paper (dark)" is a dark-themed wallpaper. * New built-in palette: "Neon Bright" with bright colors for dark levels. * New cheat: "warp whistle" to automatically win the level. * In case the user has a VERY LARGE screen resolution bigger than the full bounds of a Bounded level, the Play Scene will cap the size and center the level canvas onto the window. This is preferable to being able to see beyond the level's boundaries and hitting an invisible wall in-game. * Make the titlescreen Lazy Scroll work on unbounded levels. It can't bounce off scroll boundaries but it will reverse course if it reaches the level's furthest limits. * Bugfix: characters' white eyes were transparent in-game. Multiple culprits from the `doodad convert` tool defaulting the chroma key to white, to the SDL2 textures considering white to be transparent. For the latter, the game offsets the color by -1 blue.
347 lines
8.9 KiB
Go
347 lines
8.9 KiB
Go
package commands
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import (
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"errors"
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"fmt"
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"image"
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"os"
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"path/filepath"
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"sort"
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"strings"
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"image/png"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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"github.com/urfave/cli/v2"
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"golang.org/x/image/bmp"
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)
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// Convert between image files (png or bitmap) and Doodle drawing files (levels
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// and doodads)
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var Convert *cli.Command
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func init() {
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Convert = &cli.Command{
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Name: "convert",
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Usage: "convert between images and Doodle drawing files",
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ArgsUsage: "<input> <output>",
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Flags: []cli.Flag{
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&cli.StringFlag{
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Name: "key",
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Usage: "chroma key color for transparency on input image files, e.g. #ffffff",
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Value: "",
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},
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&cli.StringFlag{
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Name: "title",
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Aliases: []string{"t"},
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Usage: "set the title of the level or doodad being created",
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},
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&cli.StringFlag{
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Name: "palette",
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Aliases: []string{"p"},
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Usage: "use a palette JSON to define color swatch properties",
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},
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},
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Action: func(c *cli.Context) error {
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if c.NArg() < 2 {
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return cli.Exit(
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"Usage: doodad convert <input.png...> <output.doodad>\n"+
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" Image file types: png, bmp\n"+
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" Drawing file types: level, doodad",
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1,
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)
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}
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// Parse the chroma key.
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var chroma = render.Invisible
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if key := c.String("key"); key != "" {
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color, err := render.HexColor(c.String("key"))
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if err != nil {
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return cli.Exit(
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"Chrome key not a valid color: "+err.Error(),
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1,
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)
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}
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chroma = color
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}
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args := c.Args().Slice()
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var (
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inputFiles = args[:len(args)-1]
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inputType = strings.ToLower(filepath.Ext(inputFiles[0]))
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outputFile = args[len(args)-1]
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outputType = strings.ToLower(filepath.Ext(outputFile))
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)
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if inputType == extPNG || inputType == extBMP {
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if outputType == extLevel || outputType == extDoodad {
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if err := imageToDrawing(c, chroma, inputFiles, outputFile); err != nil {
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return cli.Exit(err.Error(), 1)
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}
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return nil
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}
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return cli.Exit("Image inputs can only output to Doodle drawings", 1)
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} else if inputType == extLevel || inputType == extDoodad {
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if outputType == extPNG || outputType == extBMP {
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if err := drawingToImage(c, chroma, inputFiles, outputFile); err != nil {
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return cli.Exit(err.Error(), 1)
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}
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return nil
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}
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return cli.Exit("Doodle drawing inputs can only output to image files", 1)
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}
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return cli.Exit("File types must be: png, bmp, level, doodad", 1)
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},
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}
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}
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func imageToDrawing(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error {
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// Read the source images. Ensure they all have the same boundaries.
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var (
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imageBounds image.Point
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chunkSize int // the square shape for the Doodad chunk size
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images []image.Image
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)
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for i, filename := range inputFiles {
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reader, err := os.Open(filename)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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img, format, err := image.Decode(reader)
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log.Info("Parsed image %d of %d. Format: %s", i+1, len(inputFiles), format)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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// Get the bounding box information of the source image.
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var (
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bounds = img.Bounds()
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imageSize = bounds.Size()
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)
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// Validate all images are the same size.
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if i == 0 {
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imageBounds = imageSize
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if imageSize.X > imageSize.Y {
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chunkSize = imageSize.X
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} else {
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chunkSize = imageSize.Y
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}
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} else if imageSize != imageBounds {
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return cli.Exit("your source images are not all the same dimensions", 1)
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}
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images = append(images, img)
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}
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// Helper function to translate image filenames into layer names.
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toLayerName := func(filename string) string {
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ext := filepath.Ext(filename)
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return strings.TrimSuffix(filepath.Base(filename), ext)
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}
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// Generate the output drawing file.
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switch strings.ToLower(filepath.Ext(outputFile)) {
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case extDoodad:
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log.Info("Output is a Doodad file (chunk size %d): %s", chunkSize, outputFile)
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doodad := doodads.New(chunkSize)
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doodad.GameVersion = branding.Version
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doodad.Title = c.String("title")
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if doodad.Title == "" {
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doodad.Title = "Converted Doodad"
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}
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doodad.Author = os.Getenv("USER")
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// Write the first layer and gather its palette.
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log.Info("Converting first layer to drawing and getting the palette")
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palette, layer0 := imageToChunker(images[0], chroma, nil, chunkSize)
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doodad.Palette = palette
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doodad.Layers[0].Chunker = layer0
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doodad.Layers[0].Name = toLayerName(inputFiles[0])
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// Write any additional layers.
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if len(images) > 1 {
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for i := 1; i < len(images); i++ {
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img := images[i]
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log.Info("Converting extra layer %d", i)
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_, chunker := imageToChunker(img, chroma, palette, chunkSize)
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doodad.AddLayer(toLayerName(inputFiles[i]), chunker)
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}
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}
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err := doodad.WriteJSON(outputFile)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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case extLevel:
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log.Info("Output is a Level file: %s", outputFile)
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if len(images) > 1 {
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log.Warn("Notice: levels only support one layer so only your first image will be used")
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}
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lvl := level.New()
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lvl.GameVersion = branding.Version
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lvl.Title = c.String("title")
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if lvl.Title == "" {
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lvl.Title = "Converted Level"
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}
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lvl.Author = os.Getenv("USER")
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palette, chunker := imageToChunker(images[0], chroma, nil, lvl.Chunker.Size)
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lvl.Palette = palette
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lvl.Chunker = chunker
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err := lvl.WriteJSON(outputFile)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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default:
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return cli.Exit("invalid output file: not a Doodle drawing", 1)
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}
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return nil
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}
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func drawingToImage(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error {
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var palette *level.Palette
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var chunker *level.Chunker
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inputFile := inputFiles[0]
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switch strings.ToLower(filepath.Ext(inputFile)) {
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case extLevel:
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log.Info("Load Level: %s", inputFile)
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m, err := level.LoadJSON(inputFile)
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if err != nil {
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return fmt.Errorf("load level: %s", err.Error())
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}
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chunker = m.Chunker
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palette = m.Palette
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case extDoodad:
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log.Info("Load Doodad: %s", inputFile)
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d, err := doodads.LoadJSON(inputFile)
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if err != nil {
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return fmt.Errorf("load doodad: %s", err.Error())
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}
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chunker = d.Layers[0].Chunker // TODO: layers
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palette = d.Palette
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default:
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return fmt.Errorf("%s: not a level or doodad file", inputFile)
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}
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_ = chunker
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_ = palette
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// Create an image for the full world size.
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canvas := chunker.WorldSizePositive()
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img := image.NewRGBA(image.Rectangle{
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Min: image.Point{
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X: int(canvas.X),
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Y: int(canvas.Y),
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},
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Max: image.Point{
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X: int(canvas.W),
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Y: int(canvas.H),
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},
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})
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// Blank out the pixels.
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for x := 0; x < img.Bounds().Max.X; x++ {
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for y := 0; y < img.Bounds().Max.Y; y++ {
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img.Set(x, y, render.White.ToColor())
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}
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}
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// Transcode all pixels onto it.
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for px := range chunker.IterPixels() {
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img.Set(int(px.X), int(px.Y), px.Swatch.Color.ToColor())
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}
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// Write the output file.
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switch strings.ToLower(filepath.Ext(outputFile)) {
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case ".png":
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fh, err := os.Create(outputFile)
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if err != nil {
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return err
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}
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defer fh.Close()
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return png.Encode(fh, img)
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case ".bmp":
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fh, err := os.Create(outputFile)
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if err != nil {
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return err
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}
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defer fh.Close()
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return bmp.Encode(fh, img)
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}
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return errors.New("not valid output image type")
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}
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// imageToChunker implements a generic transcoding of an image.Image to a Chunker
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// and returns the Palette, ready to plug into a Doodad or Level drawing.
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//
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// img: input image like a PNG
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// chroma: transparent color
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func imageToChunker(img image.Image, chroma render.Color, palette *level.Palette, chunkSize int) (*level.Palette, *level.Chunker) {
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var (
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chunker = level.NewChunker(chunkSize)
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bounds = img.Bounds()
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)
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if palette == nil {
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palette = level.NewPalette()
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}
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// Cache a palette of unique colors as we go.
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var uniqueColor = map[string]*level.Swatch{}
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var newColors = map[string]*level.Swatch{} // new ones discovered this time
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for _, swatch := range palette.Swatches {
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uniqueColor[swatch.Color.String()] = swatch
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}
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for x := bounds.Min.X; x < bounds.Max.X; x++ {
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for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
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px := img.At(x, y)
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color := render.FromColor(px)
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if color == chroma || color.Transparent() { // invisible pixel
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continue
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}
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// New color for the palette?
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swatch, ok := uniqueColor[color.String()]
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if !ok {
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log.Info("New color: %s", color)
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swatch = &level.Swatch{
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Name: color.String(),
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Color: color,
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}
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uniqueColor[color.String()] = swatch
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newColors[color.String()] = swatch
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}
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chunker.Set(render.NewPoint(x, y), swatch)
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}
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}
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// Order the palette.
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var sortedColors []string
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for k := range uniqueColor {
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sortedColors = append(sortedColors, k)
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}
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sort.Strings(sortedColors)
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for _, hex := range sortedColors {
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if _, ok := newColors[hex]; ok {
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palette.Swatches = append(palette.Swatches, uniqueColor[hex])
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}
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}
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palette.Inflate()
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return palette, chunker
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}
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