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.
106 lines
2.5 KiB
Go
106 lines
2.5 KiB
Go
package doodads
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import (
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"bytes"
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"encoding/json"
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"fmt"
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"io/ioutil"
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"net/http"
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"path/filepath"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/branding"
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"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
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)
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// ToJSON serializes the doodad as JSON (gzip supported).
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//
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// If balance.CompressLevels=true the doodad will be gzip compressed
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// and the return value is gz bytes and not the raw JSON.
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func (d *Doodad) ToJSON() ([]byte, error) {
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// Gzip compressing?
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if balance.DrawingFormat == balance.FormatGZip {
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return d.ToGzip()
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}
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// Zipfile?
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if balance.DrawingFormat == balance.FormatZipfile {
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return d.ToZipfile()
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}
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return d.AsJSON()
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}
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// AsJSON returns it just as JSON without any fancy gzip/zip magic.
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func (d *Doodad) AsJSON() ([]byte, error) {
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// Always write the game version that last saved this doodad.
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d.GameVersion = branding.Version
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out := bytes.NewBuffer([]byte{})
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encoder := json.NewEncoder(out)
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if usercfg.Current.JSONIndent {
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encoder.SetIndent("", "\t")
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}
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err := encoder.Encode(d)
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return out.Bytes(), err
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}
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// FromJSON loads a doodad from JSON string (gzip supported).
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func FromJSON(filename string, data []byte) (*Doodad, error) {
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var doodad = &Doodad{}
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// Inspect the headers of the file to see how it was encoded.
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if len(data) > 0 && data[0] == '{' {
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// Looks standard JSON.
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err := json.Unmarshal(data, doodad)
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if err != nil {
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return nil, err
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}
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} else if len(data) > 1 && data[0] == 0x1f && data[1] == 0x8b {
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// Gzip compressed. `1F8B` is gzip magic number.
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if gzd, err := FromGzip(data); err != nil {
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return nil, err
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} else {
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doodad = gzd
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}
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} else if http.DetectContentType(data) == "application/zip" {
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if zipdoodad, err := FromZipfile(data); err != nil {
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return nil, err
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} else {
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doodad = zipdoodad
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}
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}
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// Inflate the chunk metadata to map the pixels to their palette indexes.
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doodad.Filename = filepath.Base(filename)
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doodad.Inflate()
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return doodad, nil
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}
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// WriteJSON writes a Doodad to JSON on disk.
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func (d *Doodad) WriteJSON(filename string) error {
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json, err := d.ToJSON()
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if err != nil {
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return fmt.Errorf("Doodad.WriteJSON: JSON encode error: %s", err)
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}
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err = ioutil.WriteFile(filename, json, 0755)
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if err != nil {
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return fmt.Errorf("Doodad.WriteJSON: WriteFile error: %s", err)
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}
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d.Filename = filepath.Base(filename)
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return nil
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}
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// LoadJSON loads a map from JSON file.
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func LoadJSON(filename string) (*Doodad, error) {
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data, err := ioutil.ReadFile(filename)
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if err != nil {
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return nil, err
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}
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return FromJSON(filename, data)
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}
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