Noah Petherbridge
701073cecc
* Add "Options" support for Doodads: these allow for individual Actor instances on your level to customize properties about the doodad. They're like "Tags" except the player can customize them on a per-actor basis. * Doodad Editor: you can specify the Options in the Doodad Properties window. * Level Editor: when the Actor Tool is selected, on mouse-over of an actor, clicking on the gear icon will open a new "Actor Properties" window which shows metadata (title, author, ID, position) and an Options tab to configure the actor's options. Updates to the scripting API: * Self.Options() returns a list of option names defined on the Doodad. * Self.GetOption(name) returns the value for the named option, or nil if neither the actor nor its doodad have the option defined. The return type will be correctly a string, boolean or integer type. Updates to the doodad command-line tool: * `doodad show` will print the Options on a .doodad file and, when showing a .level file with --actors, prints any customized Options with the actors. * `doodad edit-doodad` adds a --option parameter to define options. Options added to the game's built-in doodads: * Warp Doors: "locked (exit only)" will make it so the door can not be opened by the player, giving the "locked" message (as if it had no linked door), but the player may still exit from the door if sent by another warp door. * Electric Door & Electric Trapdoor: "opened" can make the door be opened by default when the level begins instead of closed. A switch or a button that removes power will close the door as normal. * Colored Doors & Small Key Door: "unlocked" will make the door unlocked at level start, not requiring a key to open it. * Colored Keys & Small Key: "has gravity" will make the key subject to gravity and set its Mobile flag so that if it falls onto a button, it will activate. * Gemstones: they had gravity by default; you can now uncheck "has gravity" to remove their Gravity and IsMobile status. * Gemstone Totems: "has gemstone" will set the totem to its unlocked status by default with the gemstone inserted. No power signal will be emitted; it is cosmetic only. * Fire Region: "name" can let you set a name for the fire region similarly to names for fire pixels: "Watch out for ${name}!" * Invisible Warp Door: "locked (exit only)" added as well.
130 lines
3.3 KiB
Go
130 lines
3.3 KiB
Go
package doodads
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import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
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"git.kirsle.net/SketchyMaze/doodle/pkg/level"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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"git.kirsle.net/go/render"
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)
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// Doodad is a reusable component for Levels that have scripts and graphics.
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type Doodad struct {
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level.Base
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Filename string `json:"-"` // used internally, not saved in json
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Hidden bool `json:"hidden,omitempty"`
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Palette *level.Palette `json:"palette"`
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Script string `json:"script"`
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Hitbox render.Rect `json:"hitbox"`
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Layers []Layer `json:"layers"`
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Tags map[string]string `json:"data"` // arbitrary key/value data storage
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Options map[string]*Option `json:"options"` // runtime options for a doodad
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// Undo history, temporary live data not persisted to the level file.
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UndoHistory *drawtool.History `json:"-"`
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}
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// Layer holds a layer of drawing data for a Doodad.
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type Layer struct {
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Name string `json:"name"`
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Chunker *level.Chunker `json:"chunks"`
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}
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// New creates a new Doodad.
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func New(size int) *Doodad {
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if size == 0 {
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size = balance.DoodadSize
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}
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return &Doodad{
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Base: level.Base{
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Version: 1,
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},
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Palette: level.DefaultPalette(),
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Hitbox: render.NewRect(size, size),
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Layers: []Layer{
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{
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Name: "main",
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Chunker: level.NewChunker(size),
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},
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},
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Tags: map[string]string{},
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Options: map[string]*Option{},
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UndoHistory: drawtool.NewHistory(balance.UndoHistory),
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}
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}
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// AddLayer adds a new layer to the doodad. Call this rather than appending
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// your own layer so it points the Zipfile and layer number in. The chunker
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// is optional - pass nil and a new blank chunker is created.
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func (d *Doodad) AddLayer(name string, chunker *level.Chunker) Layer {
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if chunker == nil {
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chunker = level.NewChunker(d.ChunkSize())
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}
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layer := Layer{
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Name: name,
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Chunker: chunker,
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}
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layer.Chunker.Layer = len(d.Layers)
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d.Layers = append(d.Layers, layer)
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d.Inflate()
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return layer
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}
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// Teardown cleans up texture cache memory when the doodad is no longer needed by the game.
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func (d *Doodad) Teardown() {
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var (
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chunks int
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textures int
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)
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for _, layer := range d.Layers {
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for coord := range layer.Chunker.IterChunks() {
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if chunk, ok := layer.Chunker.GetChunk(coord); ok {
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freed := chunk.Teardown()
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chunks++
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textures += freed
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}
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}
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}
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// Debug log if any textures were actually freed.
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if textures > 0 {
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log.Debug("Teardown doodad (%s): Freed %d textures across %d chunks", d.Title, textures, chunks)
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}
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}
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// Tag gets a value from the doodad's tags.
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func (d *Doodad) Tag(name string) string {
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if v, ok := d.Tags[name]; ok {
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return v
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}
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log.Warn("Doodad(%s).Tag(%s): tag not defined", d.Title, name)
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return ""
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}
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// ChunkSize returns the chunk size of the Doodad's first layer.
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func (d *Doodad) ChunkSize() int {
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return d.Layers[0].Chunker.Size
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}
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// Rect returns a rect of the ChunkSize for scaling a Canvas widget.
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func (d *Doodad) Rect() render.Rect {
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var size = d.ChunkSize()
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return render.Rect{
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W: size,
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H: size,
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}
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}
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// Inflate attaches the pixels to their swatches after loading from disk.
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func (d *Doodad) Inflate() {
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d.Palette.Inflate()
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for i, layer := range d.Layers {
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layer.Chunker.Layer = i
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layer.Chunker.Inflate(d.Palette)
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}
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}
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