Noah Petherbridge
94d0da78e7
Water pixels finally do something other than turn your character blue! * When the player character is "wet" (touching water pixels, and so appearing in a blue mask), water physics apply: gravity is slower, your jump height is halved, but you get infinite jumps to swim higher in the water. * Holding the jump key under water will incur a short delay between jumps, so that you don't just fly straight up to the surface. Tap the jump button to move up quicker, you can spam it all you want. Azulians are also able to handle being under water: * They'll sink to the bottom and keep walking back and forth normally. * If you are above them and noticed, they'll jump (swim) up towards you, aware of the water and it jumps like you do. * The Blue Azulian has the poorest vertical aggro range so it isn't a very good swimmer. The White Azulian is very good at navigating water as it can pursue the player from the furthest distance of them all. Changes to the editor: * New brush pattern added: bubbles.png * It's the default pattern now for the "water" color of all of the built-in palettes instead of ink.png * A repeating pattern of bubbles carved out showing the level wallpaper. * The old "Bubbles (circles.png)" is renamed "Circles" * The last scroll position is saved with the Level file, so when you reload the level later it's scrolled at where you left it.
165 lines
4.2 KiB
Go
165 lines
4.2 KiB
Go
package level
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import (
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"archive/zip"
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"encoding/json"
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"fmt"
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"os"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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)
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// Useful variables.
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var (
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DefaultWallpaper = "notebook.png"
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)
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// Base provides the common struct keys that are shared between Levels and
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// Doodads.
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type Base struct {
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Version int `json:"version"` // File format version spec.
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GameVersion string `json:"gameVersion"` // Game version that created the level.
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Title string `json:"title"`
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Author string `json:"author"`
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Locked bool `json:"locked"`
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// v2 level format: zip files with external chunks.
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// (v0 was json text, v1 was gzip compressed json text).
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// The game must load levels created using the previous
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// formats, they will not have a Zipfile and will have
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// Chunkers in memory from their (gz) json.
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Zipfile *zip.Reader `json:"-"`
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// Every drawing type is able to embed other files inside of itself.
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Files *FileSystem `json:"files,omitempty"`
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}
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// Level is the container format for Doodle map drawings.
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type Level struct {
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Base
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Password string `json:"passwd"`
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GameRule GameRule `json:"rules"`
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// Chunked pixel data.
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Chunker *Chunker `json:"chunks"`
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// The Palette holds the unique "colors" used in this map file, and their
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// properties (solid, fire, slippery, etc.)
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Palette *Palette `json:"palette"`
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// Page boundaries and wallpaper settings.
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PageType PageType `json:"pageType"`
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MaxWidth int64 `json:"boundedWidth"` // only if bounded or bordered
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MaxHeight int64 `json:"boundedHeight"`
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Wallpaper string `json:"wallpaper"`
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// The last scrolled position in the editor.
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ScrollPosition render.Point `json:"scroll"`
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// Actors keep a list of the doodad instances in this map.
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Actors ActorMap `json:"actors"`
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// Publishing: attach any custom doodads the map uses on save.
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SaveDoodads bool `json:"saveDoodads"`
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SaveBuiltins bool `json:"saveBuiltins"`
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// Undo history, temporary live data not persisted to the level file.
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UndoHistory *drawtool.History `json:"-"`
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}
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// GameRule
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type GameRule struct {
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Difficulty enum.Difficulty `json:"difficulty"`
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Survival bool `json:"survival,omitempty"`
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}
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// New creates a blank level object with all its members initialized.
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func New() *Level {
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return &Level{
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Base: Base{
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Version: 1,
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Title: "Untitled",
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Author: os.Getenv("USER"),
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Files: NewFileSystem(),
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},
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Chunker: NewChunker(balance.ChunkSize),
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Palette: &Palette{},
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Actors: ActorMap{},
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PageType: NoNegativeSpace,
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Wallpaper: DefaultWallpaper,
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MaxWidth: 2550,
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MaxHeight: 3300,
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UndoHistory: drawtool.NewHistory(balance.UndoHistory),
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}
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}
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// Teardown the level when the game is done with it. This frees up SDL2 cached
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// texture chunks and reclaims memory in ways the Go garbage collector can not.
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func (m *Level) Teardown() {
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var (
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chunks int
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textures int
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)
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// Free any CACHED chunks' memory.
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for chunk := range m.Chunker.IterCachedChunks() {
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freed := chunk.Teardown()
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chunks++
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textures += freed
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}
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log.Debug("Teardown level (%s): Freed %d textures across %d level chunks", m.Title, textures, chunks)
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}
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// Pixel associates a coordinate with a palette index.
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type Pixel struct {
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X int `json:"x"`
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Y int `json:"y"`
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PaletteIndex int `json:"p"`
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// Private runtime values.
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Swatch *Swatch `json:"-"` // pointer to its swatch, for when rendered.
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}
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func (p Pixel) String() string {
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return fmt.Sprintf("Pixel<%s '%s' (%d,%d)>", p.Swatch.Color, p.Swatch.Name, p.X, p.Y)
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}
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// Point returns the pixel's point.
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func (p Pixel) Point() render.Point {
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return render.Point{
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X: p.X,
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Y: p.Y,
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}
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}
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// MarshalJSON serializes a Pixel compactly as a simple list.
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func (p Pixel) MarshalJSON() ([]byte, error) {
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return []byte(fmt.Sprintf(
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`[%d, %d, %d]`,
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p.X, p.Y, p.PaletteIndex,
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)), nil
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}
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// UnmarshalJSON loads a Pixel from JSON again.
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func (p *Pixel) UnmarshalJSON(text []byte) error {
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var triplet []int
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err := json.Unmarshal(text, &triplet)
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if err != nil {
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return err
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}
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p.X = triplet[0]
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p.Y = triplet[1]
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if len(triplet) > 2 {
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p.PaletteIndex = triplet[2]
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}
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return nil
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}
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