doodle/pkg/uix/canvas.go
Noah Petherbridge 626fd53a84 Checkpoint Flag can Re-assign Player Character
Link a Doodad to a Checkpoint Flag (like you would a Start Flag) and
crossing the flag will replace the player with that doodad. Multiple
checkpoint flags like this can toggle you between characters.

* Azulians are now friendly to player characters who have the word
  "Azulian" in their title.
* Improve Bird as the playable character:
  * Dive animation if the player flies diagonally downwards
  * Animation loop while hovering in the air instead of pausing
* Checkpoint flags don't spam each other on PubSub so much which could
  sometimes lead to deadlocks!

SetPlayerCharacter added to the JavaScript API. The Checkpoint Flag
(not the region) can link to a doodad and replace the player character
with that linked doodad when you activate the checkpoint:

    Actors.SetPlayerCharacter(filename string): like "boy.doodad"

Add various panic catchers to make JavaScript safer and log issues
to console.
2022-01-18 21:24:36 -08:00

355 lines
11 KiB
Go

package uix
import (
"fmt"
"runtime"
"strings"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/collision"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/filesystem"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/scripting"
"git.kirsle.net/apps/doodle/pkg/wallpaper"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
)
// Canvas is a custom ui.Widget that manages a single drawing.
type Canvas struct {
ui.Frame
Palette *level.Palette
// Parent Canvas widget, e.g. for Actors inside of a Level so they can
// find the parent canvas and see where they are drawing in relation to
// it (to handle top/left edge cropping on scroll)
parent *Canvas
// Editable and Scrollable go hand in hand and, if you initialize a
// NewCanvas() with editable=true, they are both enabled.
Editable bool // Clicking will edit pixels of this canvas.
Scrollable bool // Cursor keys will scroll the viewport of this canvas.
Zoom int // Zoom level on the canvas.
// Custom label to place in the lower-right corner of the canvas.
// Used for e.g. the quantity badge on Inventory items.
CornerLabel string
// Selected draw tool/mode, default Pencil, for editable canvases.
Tool drawtool.Tool
BrushSize int // thickness of selected brush
// MaskColor will force every pixel to render as this color regardless of
// the palette index of that pixel. Otherwise pixels behave the same and
// the palette does work as normal. Set to render.Invisible (zero value)
// to remove the mask.
MaskColor render.Color
// Actor ID to follow the camera on automatically, i.e. the main player.
FollowActor string
// Debug tools
// NoLimitScroll suppresses the scroll limit for bounded levels.
NoLimitScroll bool
// Underlying chunk data for the drawing.
level *level.Level
chunks *level.Chunker
doodad *doodads.Doodad
modified bool // set to True when the drawing has been modified, like in Editor Mode.
// Actors to superimpose on top of the drawing.
actor *Actor // if this canvas IS an actor
actors []*Actor // if this canvas CONTAINS actors (i.e., is a level)
// Collision memory for the actors.
collidingActors map[*Actor]*Actor // mapping their IDs to each other
// Doodad scripting engine supervisor.
// NOTE: initialized and managed by the play_scene.
scripting *scripting.Supervisor
// Wallpaper settings.
wallpaper *Wallpaper
// When the Canvas wants to delete Actors, but ultimately it is upstream
// that controls the actors. Upstream should delete them and then reinstall
// the actor list from scratch.
OnDeleteActors func([]*level.Actor)
OnDragStart func(*level.Actor)
// -- WHEN Canvas.Tool is "Link" --
// When the Canvas wants to link two actors together. Arguments are the IDs
// of the two actors.
OnLinkActors func(a, b *Actor)
linkFirst *Actor
// Collision handlers for level geometry.
OnLevelCollision func(*Actor, *collision.Collide)
// Handler when a doodad script called Actors.SetPlayerCharacter.
// The filename.doodad is given.
OnSetPlayerCharacter func(filename string)
/********
* Editable canvas private variables.
********/
// The current stroke actively being drawn by the user, during a
// mousedown-and-dragging event.
currentStroke *drawtool.Stroke
strokes map[int]*drawtool.Stroke // active stroke mapped by ID
lastPixel *level.Pixel
// We inherit the ui.Widget which manages the width and height.
Scroll render.Point // Scroll offset for which parts of canvas are visible.
scrollDragging bool // Middle-click to pan scroll
scrollStartAt render.Point // Cursor point at beginning of pan
scrollWasAt render.Point // copy of Scroll at beginning of pan
scrollLastDelta render.Point // multitouch spam
}
// NewCanvas initializes a Canvas widget.
//
// If editable is true, Scrollable is also set to true, which means the arrow
// keys will scroll the canvas viewport which is desirable in Edit Mode.
func NewCanvas(size int, editable bool) *Canvas {
w := &Canvas{
Editable: editable,
Scrollable: editable,
Palette: level.NewPalette(),
BrushSize: 1,
chunks: level.NewChunker(size),
actors: make([]*Actor, 0),
wallpaper: &Wallpaper{},
strokes: map[int]*drawtool.Stroke{},
}
w.setup()
w.IDFunc(func() string {
var attrs []string
if w.Editable {
attrs = append(attrs, "editable")
} else {
attrs = append(attrs, "read-only")
}
if w.Scrollable {
attrs = append(attrs, "scrollable")
}
return fmt.Sprintf("Canvas<%d; %s>", size, strings.Join(attrs, "; "))
})
return w
}
// Destroy the canvas.
//
// TODO: Not implemented, here to satisfy ui.Widget, should free up textures tho.
func (w *Canvas) Destroy() {}
// Load initializes the Canvas using an existing Palette and Grid.
func (w *Canvas) Load(p *level.Palette, g *level.Chunker) {
w.Palette = p
w.chunks = g
w.modified = false
if len(w.Palette.Swatches) > 0 {
w.SetSwatch(w.Palette.Swatches[0])
}
}
// LoadLevel initializes a Canvas from a Level object.
func (w *Canvas) LoadLevel(level *level.Level) {
w.level = level
w.Load(level.Palette, level.Chunker)
// TODO: wallpaper paths
filename := balance.EmbeddedWallpaperBasePath + level.Wallpaper
if runtime.GOOS != "js" {
// Check if the wallpaper wasn't found. Check bindata and file system.
if _, err := filesystem.FindFileEmbedded(filename, level); err != nil {
log.Error("LoadLevel: wallpaper %s did not appear to exist, default to notebook.png", filename)
filename = balance.EmbeddedWallpaperBasePath + "notebook.png"
}
}
wp, err := wallpaper.FromFile(filename, level)
if err != nil {
log.Error("wallpaper FromFile(%s): %s", filename, err)
}
w.wallpaper.maxWidth = level.MaxWidth
w.wallpaper.maxHeight = level.MaxHeight
err = w.wallpaper.Load(level.PageType, wp)
if err != nil {
log.Error("wallpaper Load: %s", err)
}
}
// LoadDoodad initializes a Canvas from a Doodad object.
func (w *Canvas) LoadDoodad(d *doodads.Doodad) {
// TODO more safe
w.doodad = d
w.Load(d.Palette, d.Layers[0].Chunker)
}
// LoadDoodadToLayer initializes a Canvas from a Doodad object and picks
// a layer to load.
func (w *Canvas) LoadDoodadToLayer(d *doodads.Doodad, index int) {
if index < 0 || index > len(d.Layers) {
log.Error("LoadDoodadToLayer: index %d out of range", index)
return
}
w.Load(d.Palette, d.Layers[index].Chunker)
}
// SetSwatch changes the currently selected swatch for editing.
func (w *Canvas) SetSwatch(s *level.Swatch) {
w.Palette.ActiveSwatch = s
}
// setup common configs between both initializers of the canvas.
func (w *Canvas) setup() {
// XXX: Debug code.
if balance.DebugCanvasBorder != render.Invisible {
w.Configure(ui.Config{
BorderColor: balance.DebugCanvasBorder,
BorderSize: 2,
BorderStyle: ui.BorderSolid,
})
}
}
// Loop is called on the scene's event loop to handle mouse interaction with
// the canvas, i.e. to edit it.
func (w *Canvas) Loop(ev *event.State) error {
// Process the arrow keys scrolling the level in Edit Mode.
// canvas_scrolling.go
w.loopEditorScroll(ev)
if err := w.loopFollowActor(ev); err != nil {
log.Error("Follow actor: %s", err) // not fatal but nice to know
}
_ = w.loopConstrainScroll()
// Remove any actors that were destroyed the previous tick.
var newActors []*Actor
for _, a := range w.actors {
if a.flagDestroy {
continue
}
newActors = append(newActors, a)
}
if len(newActors) < len(w.actors) {
w.actors = newActors
}
// Check collisions between actors.
if w.scripting != nil {
if err := w.loopActorCollision(); err != nil {
log.Error("loopActorCollision: %s", err)
}
}
// If the canvas is editable, only care if it's over our space.
if w.Editable {
cursor := render.NewPoint(ev.CursorX, ev.CursorY)
if cursor.Inside(ui.AbsoluteRect(w)) {
return w.loopEditable(ev)
}
}
return nil
}
// Viewport returns a rect containing the viewable drawing coordinates in this
// canvas. The X,Y values are the scroll offset (top left) and the W,H values
// are the scroll offset plus the width/height of the Canvas widget.
//
// The Viewport rect are the Absolute World Coordinates of the drawing that are
// visible inside the Canvas. The X,Y is the top left World Coordinate and the
// W,H are the bottom right World Coordinate, making this rect an absolute
// slice of the world. For a normal rect with a relative width and height,
// use ViewportRelative().
//
// The rect X,Y are the negative Scroll Value.
// The rect W,H are the Canvas widget size minus the Scroll Value.
func (w *Canvas) Viewport() render.Rect {
var S = w.Size()
return render.Rect{
X: -w.Scroll.X,
Y: -w.Scroll.Y,
W: S.W - w.Scroll.X,
H: S.H - w.Scroll.Y,
}
}
// ViewportRelative returns a relative viewport where the Width and Height
// values are zero-relative: so you can use it with point.Inside(viewport)
// to see if a World Index point should be visible on screen.
//
// The rect X,Y are the negative Scroll Value
// The rect W,H are the Canvas widget size.
func (w *Canvas) ViewportRelative() render.Rect {
var S = w.Size()
return render.Rect{
X: -w.Scroll.X,
Y: -w.Scroll.Y,
W: S.W,
H: S.H,
}
}
// WorldIndexAt returns the World Index that corresponds to a Screen Pixel
// on the screen. If the screen pixel is the mouse coordinate (relative to
// the application window) this will return the World Index of the pixel below
// the mouse cursor.
func (w *Canvas) WorldIndexAt(screenPixel render.Point) render.Point {
var P = ui.AbsolutePosition(w)
world := render.Point{
X: screenPixel.X - P.X - w.Scroll.X,
Y: screenPixel.Y - P.Y - w.Scroll.Y,
}
// Handle Zoomies
if w.Zoom != 0 {
// Zoom Out - logic is 100% correct, do not touch.
// ZoomDivide's logic at time of writing is to:
// return int(float64(v) * divider)
// Where divider is a map of w.Zoom to:
// -2=4 -1=2 0=1 1=0.5 2=0.25 3=0.125
// The -2 and -1 do the right things (zoom out), zoom
// in was jank. NOW FIXED with the following maps:
// -2=4 -1=2 0=1 1=0.675 2=0.5 3=0.404
// Values for zoom levels 1 and 3 are jank but works?
world.X = w.ZoomDivide(world.X)
world.Y = w.ZoomDivide(world.Y)
}
return world
}
// Chunker returns the underlying Chunker object.
func (w *Canvas) Chunker() *level.Chunker {
return w.chunks
}
// ScrollTo sets the viewport scroll position.
func (w *Canvas) ScrollTo(to render.Point) {
w.Scroll.X = to.X
w.Scroll.Y = to.Y
}
// ScrollBy adjusts the viewport scroll position.
func (w *Canvas) ScrollBy(by render.Point) {
w.Scroll.Add(by)
}
// Compute the canvas.
func (w *Canvas) Compute(e render.Engine) {
}