Noah Petherbridge
1a8a5eb94b
- Fix a memory sharing bug in the Giant Screenshot feature. - Main Menu to eagerload chunks in the background to make scrolling less jittery. No time for a loadscreen! - Extra script debugging: names/IDs of doodads are shown when they send messages to one another. - Level Properties: you can edit the Bounded max width/height values for the level. Doodad changes: - Buttons: fix a timing bug and keep better track of who is stepping on it, only popping up when all colliders have left. The effect: they pop up immediately (not after 200ms) and are more reliable. - Keys: zero-qty keys will no longer put themselves into the inventory of characters who already have one except for the player character. So the Thief will not steal them if she already has the key. Added to the JavaScript API: * time.Hour, time.Minute, time.Second, time.Millisecond, time.Microsecond
206 lines
5.6 KiB
Go
206 lines
5.6 KiB
Go
package giant_screenshot
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import (
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"errors"
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"image"
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"image/draw"
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"image/png"
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"os"
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"path/filepath"
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"time"
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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/apps/doodle/pkg/shmem"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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"git.kirsle.net/apps/doodle/pkg/wallpaper"
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"git.kirsle.net/go/render"
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)
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/*
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Giant Screenshot functionality for the Level Editor.
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*/
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var locked bool
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// GiantScreenshot returns a rendered RGBA image of the entire level.
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//
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// Only one thread should be doing this at a time. A sync.Mutex will cause
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// an error to return if another goroutine is already in the process of
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// generating a screenshot, and you'll have to wait and try later.
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func GiantScreenshot(lvl *level.Level) (image.Image, error) {
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// Lock this to one user at a time.
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if locked {
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return nil, errors.New("a giant screenshot is still being processed; try later...")
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}
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locked = true
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defer func() {
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locked = false
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}()
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shmem.Flash("Saving a giant screenshot (this takes a moment)...")
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// How big will our image be?
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var (
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size = lvl.Chunker.WorldSizePositive()
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chunkSize = lvl.Chunker.Size
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chunkLow, chunkHigh = lvl.Chunker.Bounds()
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worldSize = render.Rect{
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X: chunkLow.X,
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Y: chunkLow.Y,
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W: chunkHigh.X,
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H: chunkHigh.Y,
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}
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x int
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y int
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)
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// Bounded levels: set the image output size precisely.
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if lvl.PageType == level.Bounded || lvl.PageType == level.Bordered {
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size = render.NewRect(int(lvl.MaxWidth), int(lvl.MaxHeight))
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}
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// Levels without negative space: set the lower chunk coord to 0,0
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if lvl.PageType > level.Unbounded {
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worldSize.X = 0
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worldSize.Y = 0
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}
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// Create the image.
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img := image.NewRGBA(image.Rect(0, 0, size.W, size.H))
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// Render the wallpaper onto it.
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log.Debug("GiantScreenshot: Render wallpaper to image (%s)...", size)
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img = WallpaperToImage(lvl, img, size.W, size.H)
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// Render the chunks.
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log.Debug("GiantScreenshot: Render level chunks...")
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for chunkX := worldSize.X; chunkX <= worldSize.W; chunkX++ {
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y = 0
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for chunkY := worldSize.Y; chunkY <= worldSize.H; chunkY++ {
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if chunk, ok := lvl.Chunker.GetChunk(render.NewPoint(chunkX, chunkY)); ok {
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// TODO: we always use RGBA but is risky:
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rgba, ok := chunk.CachedBitmap(render.Invisible).(*image.RGBA)
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if !ok {
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log.Error("GiantScreenshot: couldn't turn chunk to RGBA")
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}
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img = blotImage(img, rgba, image.Pt(x, y))
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}
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y += chunkSize
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}
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x += chunkSize
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}
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// Render the doodads.
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log.Debug("GiantScreenshot: Render actors...")
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for _, actor := range lvl.Actors {
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doodad, err := doodads.LoadFromEmbeddable(actor.Filename, lvl)
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if err != nil {
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log.Error("GiantScreenshot: Load doodad: %s", err)
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continue
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}
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// Offset the doodad position if the image is displaying
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// negative coordinates.
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drawAt := render.NewPoint(actor.Point.X, actor.Point.Y)
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if worldSize.X < 0 {
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var offset = render.AbsInt(worldSize.X) * chunkSize
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drawAt.X += offset
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}
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if worldSize.Y < 0 {
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var offset = render.AbsInt(worldSize.Y) * chunkSize
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drawAt.Y += offset
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}
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// TODO: usually doodad sprites start at 0,0 and the chunkSize
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// is the same as their sprite size.
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if len(doodad.Layers) > 0 && doodad.Layers[0].Chunker != nil {
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var chunker = doodad.Layers[0].Chunker
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chunk, ok := chunker.GetChunk(render.Origin)
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if !ok {
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continue
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}
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// TODO: we always use RGBA but is risky:
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rgba, ok := chunk.CachedBitmap(render.Invisible).(*image.RGBA)
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if !ok {
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log.Error("GiantScreenshot: couldn't turn chunk to RGBA")
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}
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img = blotImage(img, rgba, image.Pt(drawAt.X, drawAt.Y))
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}
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}
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return img, nil
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}
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// SaveGiantScreenshot will take a screenshot and write it to a file on disk,
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// returning the filename relative to ~/.config/doodle/screenshots
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func SaveGiantScreenshot(level *level.Level) (string, error) {
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var filename = time.Now().Format("2006-01-02_15-04-05.png")
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img, err := GiantScreenshot(level)
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if err != nil {
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return "", err
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}
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fh, err := os.Create(filepath.Join(userdir.ScreenshotDirectory, filename))
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if err != nil {
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return "", err
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}
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png.Encode(fh, img)
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return filename, nil
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}
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// WallpaperToImage accurately draws the wallpaper into an Image.
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//
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// The image is assumed to have a rect of (0,0,width,height) and that
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// width and height are positive. Used for the Giant Screenshot feature.
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func WallpaperToImage(lvl *level.Level, target *image.RGBA, width, height int) *image.RGBA {
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wp, err := wallpaper.FromFile("assets/wallpapers/"+lvl.Wallpaper, lvl)
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if err != nil {
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log.Error("GiantScreenshot: wallpaper load: %s", err)
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}
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var size = wp.QuarterRect()
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var resultImage = target
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// Tile the repeat texture.
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for x := 0; x < width; x += size.W {
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for y := 0; y < height; y += size.H {
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offset := image.Pt(x, y)
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resultImage = blotImage(resultImage, wp.Repeat(), offset)
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}
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}
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// Tile the left edge for bounded lvls.
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if lvl.PageType > level.Unbounded {
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// The left edge.
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for y := 0; y < height; y += size.H {
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offset := image.Pt(0, y)
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resultImage = blotImage(resultImage, wp.Left(), offset)
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}
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// The top edge.
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for x := 0; x < width; x += size.W {
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offset := image.Pt(x, 0)
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resultImage = blotImage(resultImage, wp.Top(), offset)
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}
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// The top left corner.
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resultImage = blotImage(resultImage, wp.Corner(), image.Point{})
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}
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return resultImage
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}
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func blotImage(target, source *image.RGBA, offset image.Point) *image.RGBA {
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b := target.Bounds()
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newImg := image.NewRGBA(b)
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draw.Draw(newImg, b, target, image.Point{}, draw.Src)
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draw.Draw(newImg, source.Bounds().Add(offset), source, image.Point{}, draw.Over)
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return newImg
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}
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