Noah Petherbridge
e1cbff8c3f
* Add ui.Window to easily create reusable windows with titles. * Add a palette window (panel) to the right edge of the Edit Mode. * Has Radio Buttons listing the colors available in the palette. * Add palette support to Edit Mode so when you draw pixels, they take on the color and attributes of the currently selected Swatch in your palette. * Revise the on-disk format to better serialize the Palette object to JSON. * Break Play Mode: collision detection fails because the Grid key elements are now full Pixel objects (which retain their Palette and Swatch properties). * The Grid will need to be re-worked to separate X,Y coordinates from the Pixel metadata to just test "is something there, and what is it?"
77 lines
1.9 KiB
Go
77 lines
1.9 KiB
Go
package level
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import (
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"encoding/json"
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"fmt"
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)
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// Level is the container format for Doodle map drawings.
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type Level struct {
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Version int32 `json:"version"` // File format version spec.
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GameVersion string `json:"gameVersion"` // Game version that created the level.
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Title string `json:"title"`
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Author string `json:"author"`
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Password string `json:"passwd"`
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Locked bool `json:"locked"`
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// Level size.
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Width int32 `json:"w"`
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Height int32 `json:"h"`
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// The Palette holds the unique "colors" used in this map file, and their
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// properties (solid, fire, slippery, etc.)
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Palette *Palette `json:"palette"`
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// Pixels is a 2D array indexed by [X][Y]. The cell values are indexes into
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// the Palette.
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Pixels []*Pixel `json:"pixels"`
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}
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// New creates a blank level object with all its members initialized.
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func New() *Level {
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return &Level{
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Version: 1,
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Pixels: []*Pixel{},
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Palette: &Palette{},
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}
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}
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// Pixel associates a coordinate with a palette index.
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type Pixel struct {
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X int32 `json:"x"`
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Y int32 `json:"y"`
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PaletteIndex int32 `json:"p"`
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// Private runtime values.
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Palette *Palette `json:"-"` // pointer to its palette, TODO: needed?
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Swatch *Swatch `json:"-"` // pointer to its swatch, for when rendered.
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}
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func (p Pixel) String() string {
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return fmt.Sprintf("Pixel<%s '%s' (%d,%d)>", p.Swatch.Color, p.Swatch.Name, p.X, p.Y)
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}
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// MarshalJSON serializes a Pixel compactly as a simple list.
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func (p Pixel) MarshalJSON() ([]byte, error) {
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return []byte(fmt.Sprintf(
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`[%d, %d, %d]`,
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p.X, p.Y, p.PaletteIndex,
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)), nil
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}
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// UnmarshalJSON loads a Pixel from JSON again.
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func (p *Pixel) UnmarshalJSON(text []byte) error {
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var triplet []int32
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err := json.Unmarshal(text, &triplet)
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if err != nil {
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return err
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}
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p.X = triplet[0]
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p.Y = triplet[1]
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if len(triplet) > 2 {
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p.PaletteIndex = triplet[2]
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}
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return nil
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}
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