doodle/pkg/level/swatch.go
Noah Petherbridge fd649b7ab1 Doodad CLI Tool Features; Write Lock and Hidden
* 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.
2019-07-06 23:28:11 -07:00

84 lines
1.8 KiB
Go

package level
import (
"fmt"
"strings"
"git.kirsle.net/apps/doodle/lib/render"
)
// Swatch holds details about a single value in the palette.
type Swatch struct {
Name string `json:"name"`
Color render.Color `json:"color"`
// Optional attributes.
Solid bool `json:"solid,omitempty"`
Fire bool `json:"fire,omitempty"`
Water bool `json:"water,omitempty"`
// Private runtime attributes.
index int // position in the Palette, for reverse of `Palette.byName`
// When the swatch is loaded from JSON we only get the index number, and
// need to expand out the swatch later when the palette is loaded.
paletteIndex int
isSparse bool
}
// NewSparseSwatch creates a sparse Swatch from a palette index that will need
// later expansion, when loading drawings from disk.
func NewSparseSwatch(paletteIndex int) *Swatch {
return &Swatch{
isSparse: true,
paletteIndex: paletteIndex,
}
}
func (s Swatch) String() string {
if s.isSparse {
return fmt.Sprintf("Swatch<sparse:%d>", s.paletteIndex)
}
if s.Name == "" {
return s.Color.String()
}
return s.Name
}
// Attributes returns a comma-separated list of attributes as a string on
// this swatch. This is for debugging and the `doodad show` CLI command to
// summarize the swatch and shouldn't be used for game logic.
func (s *Swatch) Attributes() string {
var result string
if s.Solid {
result += "solid,"
}
if s.Fire {
result += "fire,"
}
if s.Water {
result += "water,"
}
if s.isSparse {
result += "sparse,"
}
if result == "" {
result = "none,"
}
return strings.TrimSuffix(result, ",")
}
// IsSparse returns whether this Swatch is sparse (has only a palette index) and
// requires inflation.
func (s *Swatch) IsSparse() bool {
return s.isSparse
}
// Index returns the Swatch's position in the palette.
func (s *Swatch) Index() int {
return s.index
}