Noah Petherbridge
fd649b7ab1
* The `doodad` CLI tool got a lot of new commands: * `doodad show` to verbosely print details about Levels and Doodads. * `edit-level` and `edit-doodad` to update details about Levels and Doodads, such as their Title, Author, page type and size, etc. * Doodads gain a `Hidden bool` that hides them from the palette in Editor Mode. The player character (Blue Azulian) is Hidden. * Add some boolProps to the balance/ package and made a dynamic system to easily configure these with the in-game dev console. * Command: `boolProp list` returns available balance.boolProps * `boolProp <name>` returns the current value. * `boolProp <name> <true or false>` sets the value. * The new boolProps are: * showAllDoodads: enable Hidden doodads on the palette UI (NOTE: reload the editor to take effect) * writeLockOverride: edit files that are write locked anyway * prettyJSON: pretty-format the JSON files saved by the game.
68 lines
1.6 KiB
Go
68 lines
1.6 KiB
Go
package doodads
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import (
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/level"
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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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Script string `json:"script"`
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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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}
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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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// New creates a new Doodad.
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func New(size int) *Doodad {
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if size == 0 {
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size = balance.DoodadSize
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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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Layers: []Layer{
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{
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Name: "main",
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Chunker: level.NewChunker(size),
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},
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},
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Tags: map[string]string{},
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}
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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 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 = d.ChunkSize()
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return render.Rect{
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W: int32(size),
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H: int32(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 _, layer := range d.Layers {
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layer.Chunker.Inflate(d.Palette)
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}
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}
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