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.
174 lines
3.9 KiB
Go
174 lines
3.9 KiB
Go
package wallpaper
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import (
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"bytes"
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"image"
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"image/draw"
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"os"
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"path/filepath"
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"runtime"
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"strings"
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"git.kirsle.net/apps/doodle/pkg/bindata"
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"git.kirsle.net/go/render"
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)
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// Wallpaper is a repeatable background image to go behind levels.
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type Wallpaper struct {
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Name string
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Format string // image file format
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Image *image.RGBA
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// Ready status is set to true if the wallpaper loaded itself properly.
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// Notably in WASM, wallpapers don't load currently.
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ready bool
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// Parsed values.
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quarterWidth int
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quarterHeight int
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// The four parsed images.
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corner *image.RGBA // Top Left corner
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top *image.RGBA // Top repeating
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left *image.RGBA // Left repeating
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repeat *image.RGBA // Main repeating
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// Cached textures.
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tex struct {
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corner render.Texturer
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top render.Texturer
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left render.Texturer
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repeat render.Texturer
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}
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}
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// FromImage creates a Wallpaper from an image.Image.
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// If the renger.Engine is nil it will compute images but not pre-cache any
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// textures yet.
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func FromImage(e render.Engine, img *image.RGBA, name string) (*Wallpaper, error) {
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wp := &Wallpaper{
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Name: name,
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Image: img,
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}
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wp.cache(e)
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return wp, nil
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}
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// FromFile creates a Wallpaper from a file on disk.
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// If the renger.Engine is nil it will compute images but not pre-cache any
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// textures yet.
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func FromFile(e render.Engine, filename string) (*Wallpaper, error) {
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// WASM: no support yet for wallpapers.
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if runtime.GOOS == "js" {
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return &Wallpaper{
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Name: strings.Split(filepath.Base(filename), ".")[0],
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ready: false,
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}, nil
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}
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// Try and get an image object by any means.
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var (
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img image.Image
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format string
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imgErr error
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)
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// Try the bindata store.
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if data, err := bindata.Asset(filename); err == nil {
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fh := bytes.NewBuffer(data)
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img, format, imgErr = image.Decode(fh)
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} else {
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fh, err := os.Open(filename)
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if err != nil {
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return nil, err
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}
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img, format, imgErr = image.Decode(fh)
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}
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// Image loading error?
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if imgErr != nil {
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return nil, imgErr
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}
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// Ugly hack: make it an image.RGBA because the thing we get tends to be
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// an image.Paletted, UGH!
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var b = img.Bounds()
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rgba := image.NewRGBA(b)
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for x := b.Min.X; x < b.Max.X; x++ {
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for y := b.Min.Y; y < b.Max.Y; y++ {
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rgba.Set(x, y, img.At(x, y))
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}
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}
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wp := &Wallpaper{
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Name: strings.Split(filepath.Base(filename), ".")[0],
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Format: format,
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Image: rgba,
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ready: true,
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}
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wp.cache(e)
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return wp, nil
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}
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// cache the bitmap images.
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func (wp *Wallpaper) cache(e render.Engine) {
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// Zero-bound the rect cuz an image.Rect doesn't necessarily contain 0,0
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var rect = wp.Image.Bounds()
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if rect.Min.X < 0 {
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rect.Max.X += rect.Min.X
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rect.Min.X = 0
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}
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if rect.Min.Y < 0 {
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rect.Max.Y += rect.Min.Y
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rect.Min.Y = 0
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}
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// Our quarter rect size.
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wp.quarterWidth = int(float64((rect.Max.X - rect.Min.X) / 2))
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wp.quarterHeight = int(float64((rect.Max.Y - rect.Min.Y) / 2))
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quarter := image.Rect(0, 0, wp.quarterWidth, wp.quarterHeight)
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// Slice the image into the four corners.
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slice := func(dx, dy int) *image.RGBA {
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slice := image.NewRGBA(quarter)
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draw.Draw(
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slice,
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image.Rect(0, 0, wp.quarterWidth, wp.quarterHeight),
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wp.Image,
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image.Point{dx, dy},
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draw.Over,
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)
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return slice
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}
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wp.corner = slice(0, 0)
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wp.top = slice(wp.quarterWidth, 0)
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wp.left = slice(0, wp.quarterHeight)
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wp.repeat = slice(wp.quarterWidth, wp.quarterHeight)
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}
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// QuarterSize returns the width and height of the quarter images.
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func (wp *Wallpaper) QuarterSize() (int, int) {
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return wp.quarterWidth, wp.quarterHeight
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}
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// Corner returns the top left corner image.
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func (wp *Wallpaper) Corner() *image.RGBA {
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return wp.corner
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}
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// Top returns the top repeating image.
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func (wp *Wallpaper) Top() *image.RGBA {
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return wp.top
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}
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// Left returns the left repeating image.
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func (wp *Wallpaper) Left() *image.RGBA {
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return wp.left
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}
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// Repeat returns the main repeating image.
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func (wp *Wallpaper) Repeat() *image.RGBA {
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return wp.repeat
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}
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