Noah Petherbridge
701073cecc
* Add "Options" support for Doodads: these allow for individual Actor instances on your level to customize properties about the doodad. They're like "Tags" except the player can customize them on a per-actor basis. * Doodad Editor: you can specify the Options in the Doodad Properties window. * Level Editor: when the Actor Tool is selected, on mouse-over of an actor, clicking on the gear icon will open a new "Actor Properties" window which shows metadata (title, author, ID, position) and an Options tab to configure the actor's options. Updates to the scripting API: * Self.Options() returns a list of option names defined on the Doodad. * Self.GetOption(name) returns the value for the named option, or nil if neither the actor nor its doodad have the option defined. The return type will be correctly a string, boolean or integer type. Updates to the doodad command-line tool: * `doodad show` will print the Options on a .doodad file and, when showing a .level file with --actors, prints any customized Options with the actors. * `doodad edit-doodad` adds a --option parameter to define options. Options added to the game's built-in doodads: * Warp Doors: "locked (exit only)" will make it so the door can not be opened by the player, giving the "locked" message (as if it had no linked door), but the player may still exit from the door if sent by another warp door. * Electric Door & Electric Trapdoor: "opened" can make the door be opened by default when the level begins instead of closed. A switch or a button that removes power will close the door as normal. * Colored Doors & Small Key Door: "unlocked" will make the door unlocked at level start, not requiring a key to open it. * Colored Keys & Small Key: "has gravity" will make the key subject to gravity and set its Mobile flag so that if it falls onto a button, it will activate. * Gemstones: they had gravity by default; you can now uncheck "has gravity" to remove their Gravity and IsMobile status. * Gemstone Totems: "has gemstone" will set the totem to its unlocked status by default with the gemstone inserted. No power signal will be emitted; it is cosmetic only. * Fire Region: "name" can let you set a name for the fire region similarly to names for fire pixels: "Watch out for ${name}!" * Invisible Warp Door: "locked (exit only)" added as well.
93 lines
2.1 KiB
Go
93 lines
2.1 KiB
Go
package level
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import (
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"git.kirsle.net/go/render"
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"github.com/google/uuid"
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)
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// ActorMap holds the doodad information by their ID in the level data.
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type ActorMap map[string]*Actor
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// Inflate assigns each actor its ID from the hash map for their self reference.
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func (m ActorMap) Inflate() {
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for id, actor := range m {
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actor.id = id
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}
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}
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// Add a new Actor to the map. If it doesn't already have an ID it will be
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// given a random UUIDv4 ID.
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func (m ActorMap) Add(a *Actor) {
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if a.id == "" {
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a.id = uuid.Must(uuid.NewUUID()).String()
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}
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m[a.id] = a
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}
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// Remove an Actor from the map. The ID must be set at the very least, so to
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// remove by ID just create an Actor{id: x}
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func (m ActorMap) Remove(a *Actor) bool {
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if _, ok := m[a.id]; ok {
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delete(m, a.id)
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return true
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}
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return false
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}
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// Actor is an instance of a Doodad in the level.
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type Actor struct {
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id string // NOTE: read only, use ID() to access.
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Filename string `json:"filename"` // like "exit.doodad"
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Point render.Point `json:"point"`
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Links []string `json:"links,omitempty"` // IDs of linked actors
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Options map[string]*Option
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}
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// NewActor initializes a level.Actor.
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func NewActor(a Actor) *Actor {
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return &Actor{
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Filename: a.Filename,
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Point: a.Point,
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Links: []string{},
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Options: map[string]*Option{},
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}
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}
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// ID returns the actor's ID.
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func (a *Actor) ID() string {
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return a.id
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}
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// AddLink adds a linked Actor to an Actor. Add the linked actor by its ID.
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func (a *Actor) AddLink(id string) {
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// Don't add a duplicate ID to the links array.
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for _, exist := range a.Links {
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if exist == id {
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return
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}
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}
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a.Links = append(a.Links, id)
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}
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// Unlink removes the linked actor's ID.
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func (a *Actor) Unlink(id string) {
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var newLinks []string
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for _, exist := range a.Links {
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if exist == id {
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continue
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}
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newLinks = append(newLinks, exist)
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}
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a.Links = newLinks
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}
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// IsLinked checks if the actor is linked to the other actor's ID.
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func (a *Actor) IsLinked(id string) bool {
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for _, exist := range a.Links {
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if exist == id {
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return true
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}
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}
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return false
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}
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