Noah Petherbridge
af6b8625d6
New features: * Flood Tool for the editor. It replaces pixels of one color with another, contiguously. Has limits on how far from the original pixel it will color, to avoid infinite loops in case the user clicked on wide open void. The limit when clicking an existing color is 1200px or only a 600px limit if clicking into the void. * Cheat code: 'master key' to play locked Story Mode levels. Level GameRules feature added: * A new tab in the Level Properties dialog * Difficulty has been moved to this tab * Survival Mode: for silver high score, longest time alive is better than fastest time, for Azulian Tag maps. Gold high score is still based on fastest time - find the hidden level exit without dying! Tweaks to the Azulians' jump heights: * Blue Azulian: 12 -> 14 * Red Azulian: 14 -> 18 * White Azulian: 16 -> 20 Bugs fixed: * When editing your Palette to rename a color or add a new color, it wasn't possible to draw with that color until the editor was completely unloaded and reloaded; this is now fixed. * Minor bugfix in Difficulty.String() for Peaceful (-1) difficulty to avoid a negative array index. * Try and prevent user giving the same name to multiple swatches on their palette. Replacing the whole palette can let duplication through still.
170 lines
3.9 KiB
Go
170 lines
3.9 KiB
Go
package level
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import (
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"fmt"
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"git.kirsle.net/go/render"
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)
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// DefaultPalette returns a sensible default palette.
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func DefaultPalette() *Palette {
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return &Palette{
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Swatches: []*Swatch{
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&Swatch{
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Name: "solid",
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Color: render.Black,
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Solid: true,
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},
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&Swatch{
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Name: "decoration",
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Color: render.Grey,
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},
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&Swatch{
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Name: "fire",
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Color: render.Red,
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Fire: true,
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},
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&Swatch{
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Name: "water",
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Color: render.RGBA(0, 0, 255, 180),
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Water: true,
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},
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},
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}
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}
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// NewBlueprintPalette returns the blueprint theme's color palette.
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// DEPRECATED in favor of DefaultPalettes.
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func NewBlueprintPalette() *Palette {
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return &Palette{
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Swatches: []*Swatch{
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&Swatch{
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Name: "solid",
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Color: render.RGBA(254, 254, 254, 255),
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Solid: true,
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},
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&Swatch{
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Name: "decoration",
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Color: render.Grey,
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},
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&Swatch{
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Name: "fire",
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Color: render.RGBA(255, 80, 0, 255),
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Fire: true,
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},
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&Swatch{
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Name: "water",
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Color: render.RGBA(0, 153, 255, 255),
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Water: true,
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},
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&Swatch{
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Name: "electric",
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Color: render.RGBA(255, 255, 0, 255),
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Solid: true,
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},
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},
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}
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}
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// NewPalette initializes a blank palette.
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func NewPalette() *Palette {
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return &Palette{
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Swatches: []*Swatch{},
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byName: map[string]int{},
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}
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}
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// Palette holds an index of colors used in a drawing.
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type Palette struct {
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Swatches []*Swatch `json:"swatches"`
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// Private runtime values
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ActiveSwatch *Swatch `json:"-"` // name of the actively selected color
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byName map[string]int // Cache map of swatches by name
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}
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// Inflate the palette swatch caches. Always call this method after you have
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// initialized the palette (i.e. loaded it from JSON); this will update the
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// "color by name" cache and assign the index numbers to each swatch.
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func (p *Palette) Inflate() {
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p.update()
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}
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// FlushCaches if you have modified the swatches, especially if you have
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// changed the name of an existing color. This invalidates the "by name"
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// cache and rebuilds it from scratch.
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func (p *Palette) FlushCaches() {
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p.byName = nil
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p.update()
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}
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// AddSwatch adds a new swatch to the palette.
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func (p *Palette) AddSwatch() *Swatch {
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p.update()
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var (
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index = len(p.Swatches)
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name = fmt.Sprintf("color %d", len(p.Swatches))
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)
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p.Swatches = append(p.Swatches, &Swatch{
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Name: name,
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Color: render.Magenta,
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index: index,
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})
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p.byName[name] = index
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return p.Swatches[index]
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}
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// Get a swatch by name.
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func (p *Palette) Get(name string) (result *Swatch, exists bool) {
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p.update()
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if index, ok := p.byName[name]; ok && index < len(p.Swatches) {
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result = p.Swatches[index]
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exists = true
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}
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return
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}
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// update the internal caches and such.
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func (p *Palette) update() {
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// Initialize the name cache if nil or if the size disagrees with the
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// length of the swatches available.
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if p.byName == nil || len(p.byName) != len(p.Swatches) {
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// Initialize the name cache.
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p.byName = map[string]int{}
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for i, swatch := range p.Swatches {
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swatch.index = i
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p.byName[swatch.Name] = i
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}
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}
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}
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// ReplacePalette installs a new palette into your level.
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// Your existing level colors, by index, are replaced by the incoming
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// palette. If the new palette is smaller, extraneous indices are
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// left alone.
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func (l *Level) ReplacePalette(pal *Palette) {
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for i, swatch := range pal.Swatches {
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if i >= len(l.Palette.Swatches) {
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l.Palette.Swatches = append(l.Palette.Swatches, swatch)
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continue
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}
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// Ugly code, but can't just replace the swatch
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// wholesale -- the inflated level data means existing
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// pixels already have refs to their Swatch and they
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// will keep those refs until you fully save and exit
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// out of the editor.
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l.Palette.Swatches[i].Name = swatch.Name
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l.Palette.Swatches[i].Color = swatch.Color
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l.Palette.Swatches[i].Pattern = swatch.Pattern
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l.Palette.Swatches[i].Solid = swatch.Solid
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l.Palette.Swatches[i].Fire = swatch.Fire
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l.Palette.Swatches[i].Water = swatch.Water
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}
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}
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