Noah Petherbridge
cf1bc81f25
Updates the savegame.json file format: * Levels now have a UUID value assigned at first save. * The savegame.json will now track level completion/score based on UUID, making it robust to filename changes in either levels or levelpacks. * The savegame file is auto-migrated on startup - for any levels not found or have no UUID, no change is made, it's backwards compatible. * Level Properties window adds an "Advanced" tab to show/re-roll UUID. New JavaScript API for doodad scripts: * `Actors.CameraFollowPlayer()` tells the camera to return focus to the player character. Useful for "cutscene" doodads that freeze the player, call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the camera back to the player. (Or it will follow them at their next directional input control). * `Self.MoveBy(Point(x, y int))` to move the current actor a bit. New option for the `doodad` command-line tool: * `doodad resave <.level or .doodad>` will load and re-save a drawing, to migrate it to the newest file format versions. Small tweaks: * On bounded levels, allow the camera to still follow the player if the player finds themselves WELL far out of bounds (40 pixels margin). So on bounded levels you can create "interior rooms" out-of-bounds to Warp Door into. * New wallpaper: "Atmosphere" has a black starscape pattern that fades into a solid blue atmosphere. * Camera strictly follows the player the first 20 ticks, not 60 of level start * If player is frozen, directional inputs do not take the camera focus back.
176 lines
4.4 KiB
Go
176 lines
4.4 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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Size render.Rect `json:"size"` // doodad dimensions
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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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/*
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New creates a new Doodad.
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You can give it one or two values for dimensions:
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- New(size int) creates a square doodad (classic)
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- New(width, height int) lets you have a different width x height.
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*/
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func New(dimensions ...int) *Doodad {
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var (
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// Defaults
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size int
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chunkSize uint8
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width int
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height int
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)
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switch len(dimensions) {
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case 1:
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width, height = dimensions[0], dimensions[0]
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case 2:
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width, height = dimensions[0], dimensions[1]
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}
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// Set the desired chunkSize to be the largest dimension.
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if width > height {
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size = width
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} else {
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size = height
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}
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// If no size at all, fall back on the default.
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if size == 0 {
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size = int(balance.ChunkSize)
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}
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// Pick an optimal chunk size - if our doodad size
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// is under 256 use only one chunk per layer by matching
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// that size.
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if size <= 255 {
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chunkSize = uint8(size)
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} else {
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chunkSize = balance.ChunkSize
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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(width, height),
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Size: render.NewRect(width, height),
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Layers: []Layer{
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{
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Name: "main",
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Chunker: level.NewChunker(chunkSize),
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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.ChunkSize8())
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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 int(d.Layers[0].Chunker.Size)
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}
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// ChunkSize8 returns the chunk size of the Doodad's first layer as its actual uint8 value.
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func (d *Doodad) ChunkSize8() uint8 {
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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 = int(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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