doodle/pkg/balance/theme.go
Noah Petherbridge 9b75f1b039 Spit and polish
* New built-in wallpaper: "Dotted paper (dark)" is a dark-themed wallpaper.
* New built-in palette: "Neon Bright" with bright colors for dark levels.
* New cheat: "warp whistle" to automatically win the level.
* In case the user has a VERY LARGE screen resolution bigger than the full
  bounds of a Bounded level, the Play Scene will cap the size and center
  the level canvas onto the window. This is preferable to being able to see
  beyond the level's boundaries and hitting an invisible wall in-game.
* Make the titlescreen Lazy Scroll work on unbounded levels. It can't bounce
  off scroll boundaries but it will reverse course if it reaches the level's
  furthest limits.
* Bugfix: characters' white eyes were transparent in-game. Multiple culprits
  from the `doodad convert` tool defaulting the chroma key to white, to the
  SDL2 textures considering white to be transparent. For the latter, the game
  offsets the color by -1 blue.
2022-05-03 21:15:39 -07:00

304 lines
7.0 KiB
Go

package balance
import (
magicform "git.kirsle.net/apps/doodle/pkg/uix/magic-form"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
"git.kirsle.net/go/ui/style"
)
// Theme and appearance variables.
var (
// Sprite filenames.
WindowIcon = "assets/icons/96.png"
GoldCoin = "assets/sprites/gold.png"
SilverCoin = "assets/sprites/silver.png"
LockIcon = "assets/sprites/padlock.png"
CursorIcon = "assets/sprites/pointer.png"
// Title Screen Font
TitleScreenFont = render.Text{
Size: 46,
Color: render.Pink,
Stroke: render.SkyBlue,
Shadow: render.Black,
}
TitleScreenSubtitleFont = render.Text{
FontFilename: SansSerifFont,
Size: 18,
Color: render.SkyBlue,
Shadow: render.SkyBlue.Darken(128),
// Color: render.RGBA(255, 153, 0, 255),
// Shadow: render.RGBA(200, 80, 0, 255),
}
TitleScreenVersionFont = render.Text{
Size: 14,
Color: render.Grey,
Shadow: render.Black,
}
// Loading Screen fonts.
LoadScreenFont = render.Text{
Size: 46,
Color: render.Pink,
Stroke: render.SkyBlue,
Shadow: render.Black,
}
LoadScreenSecondaryFont = render.Text{
FontFilename: SansSerifFont,
Size: 18,
Color: render.SkyBlue,
Shadow: render.SkyBlue.Darken(128),
// Color: render.RGBA(255, 153, 0, 255),
// Shadow: render.RGBA(200, 80, 0, 255),
}
// Play Mode Touch UI Hints Font
TouchHintsFont = render.Text{
FontFilename: SansSerifFont,
Size: 14,
Color: render.SkyBlue,
Shadow: render.SkyBlue.Darken(128),
Padding: 8,
PadY: 12,
}
// Window and panel styles.
TitleConfig = ui.Config{
Background: render.MustHexColor("#FF9900"),
OutlineSize: 1,
OutlineColor: render.Black,
}
TitleFont = render.Text{
FontFilename: SansBoldFont,
Size: 9,
Padding: 4,
Color: render.White,
Stroke: render.Red,
}
WindowBackground = render.MustHexColor("#cdb689")
WindowBorder = render.Grey
// Developer Shell and Flashed Messages styles.
FlashStrokeDarken = 60
FlashShadowDarken = 120
FlashFont = func(text string) render.Text {
return render.Text{
Text: text,
Size: 18,
Color: render.SkyBlue,
Stroke: render.SkyBlue.Darken(FlashStrokeDarken),
Shadow: render.SkyBlue.Darken(FlashShadowDarken),
}
}
FlashErrorColor = render.MustHexColor("#FF9900")
// Menu bar styles.
MenuBackground = render.Black
MenuFont = render.Text{
Size: 12,
PadX: 4,
}
MenuFontBold = render.Text{
FontFilename: SansBoldFont,
Size: 12,
PadX: 4,
}
// TabFrame styles.
TabFont = render.Text{
Size: 12,
PadX: 8,
PadY: 4,
}
// Modal backdrop color.
ModalBackdrop = render.RGBA(1, 1, 1, 42)
// StatusFont is the font for the status bar.
StatusFont = render.Text{
Size: 12,
Padding: 4,
Color: render.Black,
}
// UIFont is the main font for UI labels.
UIFont = render.Text{
Size: 12,
Padding: 4,
Color: render.Black,
}
// LabelFont is the font for strong labels in UI.
LabelFont = render.Text{
Size: 12,
FontFilename: SansBoldFont,
Padding: 4,
Color: render.Black,
}
// A New Record! Label (Gold/Perfect and Silver/Normal)
NewRecordPerfectFont = LabelFont.Update(render.Text{
Color: render.Yellow,
Stroke: render.Orange,
})
NewRecordFont = LabelFont.Update(render.Text{
Color: render.White,
Stroke: render.Grey,
})
LargeLabelFont = render.Text{
Size: 18,
FontFilename: SansBoldFont,
Padding: 4,
Color: render.Black,
}
// SmallMonoFont for cramped spaces like the +/- buttons on Toolbar.
SmallMonoFont = render.Text{
Size: 14,
PadX: 3,
FontFilename: MonospaceFont,
Color: render.Black,
}
// CodeLiteralFont for rendering <code>-like text.
CodeLiteralFont = render.Text{
Size: 11,
PadX: 3,
FontFilename: MonospaceFont,
Color: render.Magenta,
}
// Small font
SmallFont = render.Text{
Size: 10,
Padding: 2,
Color: render.Black,
}
// Color for draggable doodad.
DragColor = render.MustHexColor("#0099FF")
// Link lines drawn between connected doodads.
LinkLineColor = render.Magenta
LinkLighten = 128
LinkAnimSpeed uint64 = 30 // ticks
PlayButtonFont = render.Text{
FontFilename: SansBoldFont,
Size: 16,
Padding: 4,
Color: render.RGBA(255, 255, 0, 255),
Stroke: render.RGBA(100, 100, 0, 255),
}
// In-game level timer font.
TimerFont = render.Text{
FontFilename: MonospaceFont,
Size: 16,
Color: render.Cyan,
Stroke: render.DarkCyan,
}
// Doodad Dropper Window settings.
DoodadButtonBackground = render.RGBA(255, 255, 200, 255)
DoodadButtonSize = 64
DoodadDropperCols = 6 // rows/columns of buttons
DoodadDropperRows = 3
// Button styles, customized in init().
ButtonPrimary = style.DefaultButton
ButtonDanger = style.DefaultButton
ButtonBabyBlue = style.DefaultButton
ButtonPink = style.DefaultButton
ButtonLightRed = style.DefaultButton
DefaultCrosshairColor = render.RGBA(0, 153, 255, 255)
// Default built-in wallpapers.
Wallpapers = []magicform.Option{
{
Label: "Notebook",
Value: "notebook.png",
},
{
Label: "Legal Pad",
Value: "legal.png",
},
{
Label: "Graph paper",
Value: "graph.png",
},
{
Label: "Dotted paper",
Value: "dots.png",
},
{
Label: "Dotted paper (dark)",
Value: "dots-dark.png",
},
{
Label: "Blueprint",
Value: "blueprint.png",
},
{
Label: "Red parchment",
Value: "red-parchment.png",
},
{
Label: "Green parchment",
Value: "green-parchment.png",
},
{
Label: "Blue parchment",
Value: "blue-parchment.png",
},
{
Label: "Yellow parchment",
Value: "yellow-parchment.png",
},
{
Label: "White parchment",
Value: "white-parchment.png",
},
{
Label: "Pure white",
Value: "white.png",
},
{
Separator: true,
},
{
Label: "Custom wallpaper...",
Value: CustomWallpaperFilename,
},
}
)
// Customize the various button styles.
func init() {
// Primary: white on rich blue color
ButtonPrimary.Background = render.RGBA(0, 60, 153, 255)
ButtonPrimary.Foreground = render.RGBA(255, 255, 254, 255)
ButtonPrimary.HoverBackground = render.RGBA(0, 153, 255, 255)
ButtonPrimary.HoverForeground = ButtonPrimary.Foreground
// Danger: white on red
ButtonDanger.Background = render.RGBA(153, 30, 30, 255)
ButtonDanger.Foreground = render.RGBA(255, 255, 254, 255)
ButtonDanger.HoverBackground = render.RGBA(255, 30, 30, 255)
ButtonDanger.HoverForeground = ButtonPrimary.Foreground
ButtonBabyBlue.Background = render.RGBA(40, 200, 255, 255)
ButtonBabyBlue.Foreground = render.Black
ButtonBabyBlue.HoverBackground = render.RGBA(0, 220, 255, 255)
ButtonBabyBlue.HoverForeground = render.Black
ButtonPink.Background = render.RGBA(255, 153, 255, 255)
ButtonPink.HoverBackground = render.RGBA(255, 220, 255, 255)
ButtonLightRed.Background = render.RGBA(255, 90, 90, 255)
ButtonLightRed.HoverBackground = render.RGBA(255, 128, 128, 255)
}