doodle/pkg/doodads/doodad.go

176 lines
4.4 KiB
Go

package doodads
import (
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/go/render"
)
// Doodad is a reusable component for Levels that have scripts and graphics.
type Doodad struct {
level.Base
Filename string `json:"-"` // used internally, not saved in json
Hidden bool `json:"hidden,omitempty"`
Palette *level.Palette `json:"palette"`
Size render.Rect `json:"size"` // doodad dimensions
Script string `json:"script"`
Hitbox render.Rect `json:"hitbox"`
Layers []Layer `json:"layers"`
Tags map[string]string `json:"data"` // arbitrary key/value data storage
Options map[string]*Option `json:"options"` // runtime options for a doodad
// Undo history, temporary live data not persisted to the level file.
UndoHistory *drawtool.History `json:"-"`
}
// Layer holds a layer of drawing data for a Doodad.
type Layer struct {
Name string `json:"name"`
Chunker *level.Chunker `json:"chunks"`
}
/*
New creates a new Doodad.
You can give it one or two values for dimensions:
- New(size int) creates a square doodad (classic)
- New(width, height int) lets you have a different width x height.
*/
func New(dimensions ...int) *Doodad {
var (
// Defaults
size int
chunkSize uint8
width int
height int
)
switch len(dimensions) {
case 1:
width, height = dimensions[0], dimensions[0]
case 2:
width, height = dimensions[0], dimensions[1]
}
// Set the desired chunkSize to be the largest dimension.
if width > height {
size = width
} else {
size = height
}
// If no size at all, fall back on the default.
if size == 0 {
size = int(balance.ChunkSize)
}
// Pick an optimal chunk size - if our doodad size
// is under 256 use only one chunk per layer by matching
// that size.
if size <= 255 {
chunkSize = uint8(size)
} else {
chunkSize = balance.ChunkSize
}
return &Doodad{
Base: level.Base{
Version: 1,
},
Palette: level.DefaultPalette(),
Hitbox: render.NewRect(width, height),
Size: render.NewRect(width, height),
Layers: []Layer{
{
Name: "main",
Chunker: level.NewChunker(chunkSize),
},
},
Tags: map[string]string{},
Options: map[string]*Option{},
UndoHistory: drawtool.NewHistory(balance.UndoHistory),
}
}
// AddLayer adds a new layer to the doodad. Call this rather than appending
// your own layer so it points the Zipfile and layer number in. The chunker
// is optional - pass nil and a new blank chunker is created.
func (d *Doodad) AddLayer(name string, chunker *level.Chunker) Layer {
if chunker == nil {
chunker = level.NewChunker(d.ChunkSize8())
}
layer := Layer{
Name: name,
Chunker: chunker,
}
layer.Chunker.Layer = len(d.Layers)
d.Layers = append(d.Layers, layer)
d.Inflate()
return layer
}
// Teardown cleans up texture cache memory when the doodad is no longer needed by the game.
func (d *Doodad) Teardown() {
var (
chunks int
textures int
)
for _, layer := range d.Layers {
for coord := range layer.Chunker.IterChunks() {
if chunk, ok := layer.Chunker.GetChunk(coord); ok {
freed := chunk.Teardown()
chunks++
textures += freed
}
}
}
// Debug log if any textures were actually freed.
if textures > 0 {
log.Debug("Teardown doodad (%s): Freed %d textures across %d chunks", d.Title, textures, chunks)
}
}
// Tag gets a value from the doodad's tags.
func (d *Doodad) Tag(name string) string {
if v, ok := d.Tags[name]; ok {
return v
}
log.Warn("Doodad(%s).Tag(%s): tag not defined", d.Title, name)
return ""
}
// ChunkSize returns the chunk size of the Doodad's first layer.
func (d *Doodad) ChunkSize() int {
return int(d.Layers[0].Chunker.Size)
}
// ChunkSize8 returns the chunk size of the Doodad's first layer as its actual uint8 value.
func (d *Doodad) ChunkSize8() uint8 {
return d.Layers[0].Chunker.Size
}
// Rect returns a rect of the ChunkSize for scaling a Canvas widget.
func (d *Doodad) Rect() render.Rect {
var size = int(d.ChunkSize())
return render.Rect{
W: size,
H: size,
}
}
// Inflate attaches the pixels to their swatches after loading from disk.
func (d *Doodad) Inflate() {
d.Palette.Inflate()
for i, layer := range d.Layers {
layer.Chunker.Layer = i
layer.Chunker.Inflate(d.Palette)
}
}