* Improve the `doodad convert` command to convert a series of input images into multiple Frames of a Doodad: `doodad convert frame1.png frame2.png frameN.png output.doodad` * Add the initial round of dev-asset sprites for the default Doodads: * Button, Button-TypeB and Sticky Button * Red, Blue, Green and Yellow Locked Doors and Keys * Electric Door * Trapdoor Down * Add dev-assets/palette.json that defines our default doodad color palette. Eventually the JSON will be used by the `doodad` tool to give the layers meaningful names.
130 lines
2.9 KiB
Go
130 lines
2.9 KiB
Go
package level
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import (
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"encoding/json"
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"errors"
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"fmt"
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"git.kirsle.net/apps/doodle/lib/render"
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)
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// MapAccessor implements a chunk accessor by using a map of points to their
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// palette indexes. This is the simplest accessor and is best for sparse chunks.
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type MapAccessor map[render.Point]*Swatch
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// NewMapAccessor initializes a MapAccessor.
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func NewMapAccessor() MapAccessor {
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return MapAccessor{}
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}
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// Inflate the sparse swatches from their palette indexes.
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func (a MapAccessor) Inflate(pal *Palette) error {
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for point, swatch := range a {
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if swatch.IsSparse() {
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// Replace this with the correct swatch from the palette.
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if swatch.paletteIndex >= len(pal.Swatches) {
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return fmt.Errorf("MapAccessor.Inflate: swatch for point %s has paletteIndex %d but palette has only %d colors",
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point,
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swatch.paletteIndex,
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len(pal.Swatches),
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)
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}
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a[point] = pal.Swatches[swatch.paletteIndex]
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}
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}
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return nil
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}
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// Len returns the current size of the map, or number of pixels registered.
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func (a MapAccessor) Len() int {
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return len(a)
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}
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// IterViewport returns a channel to loop over pixels in the viewport.
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func (a MapAccessor) IterViewport(viewport render.Rect) <-chan Pixel {
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pipe := make(chan Pixel)
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go func() {
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for px := range a.Iter() {
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if px.Point().Inside(viewport) {
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pipe <- px
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}
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}
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close(pipe)
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}()
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return pipe
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}
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// Iter returns a channel to loop over all points in this chunk.
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func (a MapAccessor) Iter() <-chan Pixel {
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pipe := make(chan Pixel)
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go func() {
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for point, swatch := range a {
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pipe <- Pixel{
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X: point.X,
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Y: point.Y,
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Swatch: swatch,
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}
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}
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close(pipe)
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}()
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return pipe
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}
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// Get a pixel from the map.
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func (a MapAccessor) Get(p render.Point) (*Swatch, error) {
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pixel, ok := a[p]
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if !ok {
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return nil, errors.New("no pixel")
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}
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return pixel, nil
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}
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// Set a pixel on the map.
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func (a MapAccessor) Set(p render.Point, sw *Swatch) error {
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a[p] = sw
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return nil
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}
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// Delete a pixel from the map.
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func (a MapAccessor) Delete(p render.Point) error {
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if _, ok := a[p]; ok {
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delete(a, p)
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return nil
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}
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return errors.New("pixel was not there")
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}
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// MarshalJSON to convert the chunk map to JSON.
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//
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// When serialized, the key is the "X,Y" coordinate and the value is the
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// swatch index of the Palette, rather than redundantly serializing out the
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// Swatch object for every pixel.
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func (a MapAccessor) MarshalJSON() ([]byte, error) {
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dict := map[string]int{}
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for point, sw := range a {
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dict[point.String()] = sw.Index()
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}
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out, err := json.Marshal(dict)
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return out, err
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}
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// UnmarshalJSON to convert the chunk map back from JSON.
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func (a MapAccessor) UnmarshalJSON(b []byte) error {
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var dict map[string]int
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err := json.Unmarshal(b, &dict)
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if err != nil {
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return err
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}
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for coord, index := range dict {
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point, err := render.ParsePoint(coord)
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if err != nil {
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return fmt.Errorf("MapAccessor.UnmarshalJSON: %s", err)
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}
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a[point] = NewSparseSwatch(index)
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}
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return nil
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}
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