Noah Petherbridge
8965a7d86a
Add new doodads: * Start Flag: place this in a level to set the spawn point of the player character. If no flag is found, the player spawns at 0,0 in the top corner of the map. Only use one Start Flag per level, otherwise the player will randomly spawn at one of them. * Crumbly Floor: a solid floor that begins to shake and then fall apart after a moment when a mobile character steps on it. The floor respawns after 5 seconds. * State Blocks: blue and orange blocks that toggle between solid and pass-thru whenever a State Button is activated. * State Button: a solid "ON/OFF" block that toggles State Blocks back and forth when touched. Only activates if touched on the side or bottom; acts as a solid floor when walked on from the top. New features for doodad scripts: * Actor scripts: call SetMobile(true) to mark an actor as a mobile mob (i.e. player character or enemy). Other doodads can check if the actor colliding with them IsMobile so they don't activate if placed too close to other (non-mobile) doodads in a level. The Blue and Red Azulians are the only mobile characters so far. * Message.Broadcast allows sending a pub/sub message out to ALL doodads in the level, instead of only to linked doodads as Message.Publish does. This is used for the State Blocks to globally communicate on/off status without needing to link them all together manually.
344 lines
8.9 KiB
Go
344 lines
8.9 KiB
Go
package commands
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import (
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"errors"
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"fmt"
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"image"
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"os"
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"path/filepath"
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"sort"
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"strings"
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"image/png"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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"github.com/urfave/cli"
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"golang.org/x/image/bmp"
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)
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// Convert between image files (png or bitmap) and Doodle drawing files (levels
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// and doodads)
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var Convert cli.Command
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func init() {
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Convert = cli.Command{
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Name: "convert",
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Usage: "convert between images and Doodle drawing files",
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ArgsUsage: "<input> <output>",
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Flags: []cli.Flag{
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cli.StringFlag{
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Name: "key",
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Usage: "chroma key color for transparency on input image files",
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Value: "#ffffff",
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},
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cli.StringFlag{
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Name: "title, t",
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Usage: "set the title of the level or doodad being created",
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},
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cli.StringFlag{
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Name: "palette, p",
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Usage: "use a palette JSON to define color swatch properties",
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},
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},
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Action: func(c *cli.Context) error {
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if c.NArg() < 2 {
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return cli.NewExitError(
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"Usage: doodad convert <input.png...> <output.doodad>\n"+
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" Image file types: png, bmp\n"+
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" Drawing file types: level, doodad",
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1,
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)
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}
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// Parse the chroma key.
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chroma, err := render.HexColor(c.String("key"))
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if err != nil {
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return cli.NewExitError(
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"Chrome key not a valid color: "+err.Error(),
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1,
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)
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}
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args := c.Args()
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var (
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inputFiles = args[:len(args)-1]
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inputType = strings.ToLower(filepath.Ext(inputFiles[0]))
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outputFile = args[len(args)-1]
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outputType = strings.ToLower(filepath.Ext(outputFile))
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)
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if inputType == extPNG || inputType == extBMP {
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if outputType == extLevel || outputType == extDoodad {
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if err := imageToDrawing(c, chroma, inputFiles, outputFile); err != nil {
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return cli.NewExitError(err.Error(), 1)
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}
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return nil
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}
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return cli.NewExitError("Image inputs can only output to Doodle drawings", 1)
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} else if inputType == extLevel || inputType == extDoodad {
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if outputType == extPNG || outputType == extBMP {
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if err := drawingToImage(c, chroma, inputFiles, outputFile); err != nil {
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return cli.NewExitError(err.Error(), 1)
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}
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return nil
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}
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return cli.NewExitError("Doodle drawing inputs can only output to image files", 1)
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}
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return cli.NewExitError("File types must be: png, bmp, level, doodad", 1)
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},
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}
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}
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func imageToDrawing(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error {
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// Read the source images. Ensure they all have the same boundaries.
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var (
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imageBounds image.Point
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chunkSize int // the square shape for the Doodad chunk size
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images []image.Image
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)
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for i, filename := range inputFiles {
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reader, err := os.Open(filename)
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if err != nil {
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return cli.NewExitError(err.Error(), 1)
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}
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img, format, err := image.Decode(reader)
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log.Info("Parsed image %d of %d. Format: %s", i+1, len(inputFiles), format)
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if err != nil {
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return cli.NewExitError(err.Error(), 1)
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}
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// Get the bounding box information of the source image.
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var (
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bounds = img.Bounds()
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imageSize = bounds.Size()
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)
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// Validate all images are the same size.
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if i == 0 {
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imageBounds = imageSize
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if imageSize.X > imageSize.Y {
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chunkSize = imageSize.X
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} else {
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chunkSize = imageSize.Y
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}
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} else if imageSize != imageBounds {
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return cli.NewExitError("your source images are not all the same dimensions", 1)
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}
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images = append(images, img)
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}
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// Helper function to translate image filenames into layer names.
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toLayerName := func(filename string) string {
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ext := filepath.Ext(filename)
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return strings.TrimSuffix(filepath.Base(filename), ext)
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}
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// Generate the output drawing file.
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switch strings.ToLower(filepath.Ext(outputFile)) {
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case extDoodad:
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log.Info("Output is a Doodad file (chunk size %d): %s", chunkSize, outputFile)
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doodad := doodads.New(chunkSize)
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doodad.GameVersion = branding.Version
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doodad.Title = c.String("title")
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if doodad.Title == "" {
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doodad.Title = "Converted Doodad"
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}
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doodad.Author = os.Getenv("USER")
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// Write the first layer and gather its palette.
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log.Info("Converting first layer to drawing and getting the palette")
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palette, layer0 := imageToChunker(images[0], chroma, nil, chunkSize)
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doodad.Palette = palette
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doodad.Layers[0].Chunker = layer0
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doodad.Layers[0].Name = toLayerName(inputFiles[0])
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// Write any additional layers.
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if len(images) > 1 {
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for i := 1; i < len(images); i++ {
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img := images[i]
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log.Info("Converting extra layer %d", i)
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_, chunker := imageToChunker(img, chroma, palette, chunkSize)
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doodad.Layers = append(doodad.Layers, doodads.Layer{
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Name: toLayerName(inputFiles[i]),
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Chunker: chunker,
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})
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}
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}
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err := doodad.WriteJSON(outputFile)
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if err != nil {
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return cli.NewExitError(err.Error(), 1)
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}
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case extLevel:
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log.Info("Output is a Level file: %s", outputFile)
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if len(images) > 1 {
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log.Warn("Notice: levels only support one layer so only your first image will be used")
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}
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lvl := level.New()
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lvl.GameVersion = branding.Version
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lvl.Title = c.String("title")
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if lvl.Title == "" {
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lvl.Title = "Converted Level"
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}
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lvl.Author = os.Getenv("USER")
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palette, chunker := imageToChunker(images[0], chroma, nil, lvl.Chunker.Size)
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lvl.Palette = palette
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lvl.Chunker = chunker
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err := lvl.WriteJSON(outputFile)
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if err != nil {
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return cli.NewExitError(err.Error(), 1)
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}
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default:
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return cli.NewExitError("invalid output file: not a Doodle drawing", 1)
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}
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return nil
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}
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func drawingToImage(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error {
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var palette *level.Palette
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var chunker *level.Chunker
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inputFile := inputFiles[0]
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switch strings.ToLower(filepath.Ext(inputFile)) {
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case extLevel:
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log.Info("Load Level: %s", inputFile)
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m, err := level.LoadJSON(inputFile)
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if err != nil {
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return fmt.Errorf("load level: %s", err.Error())
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}
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chunker = m.Chunker
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palette = m.Palette
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case extDoodad:
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log.Info("Load Doodad: %s", inputFile)
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d, err := doodads.LoadJSON(inputFile)
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if err != nil {
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return fmt.Errorf("load doodad: %s", err.Error())
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}
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chunker = d.Layers[0].Chunker // TODO: layers
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palette = d.Palette
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default:
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return fmt.Errorf("%s: not a level or doodad file", inputFile)
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}
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_ = chunker
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_ = palette
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// Create an image for the full world size.
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canvas := chunker.WorldSizePositive()
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img := image.NewRGBA(image.Rectangle{
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Min: image.Point{
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X: int(canvas.X),
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Y: int(canvas.Y),
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},
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Max: image.Point{
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X: int(canvas.W),
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Y: int(canvas.H),
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},
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})
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// Blank out the pixels.
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for x := 0; x < img.Bounds().Max.X; x++ {
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for y := 0; y < img.Bounds().Max.Y; y++ {
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img.Set(x, y, render.White.ToColor())
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}
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}
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// Transcode all pixels onto it.
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for px := range chunker.IterPixels() {
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img.Set(int(px.X), int(px.Y), px.Swatch.Color.ToColor())
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}
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// Write the output file.
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switch strings.ToLower(filepath.Ext(outputFile)) {
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case ".png":
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fh, err := os.Create(outputFile)
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if err != nil {
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return err
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}
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defer fh.Close()
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return png.Encode(fh, img)
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case ".bmp":
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fh, err := os.Create(outputFile)
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if err != nil {
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return err
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}
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defer fh.Close()
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return bmp.Encode(fh, img)
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}
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return errors.New("not valid output image type")
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}
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// imageToChunker implements a generic transcoding of an image.Image to a Chunker
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// and returns the Palette, ready to plug into a Doodad or Level drawing.
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//
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// img: input image like a PNG
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// chroma: transparent color
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func imageToChunker(img image.Image, chroma render.Color, palette *level.Palette, chunkSize int) (*level.Palette, *level.Chunker) {
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var (
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chunker = level.NewChunker(chunkSize)
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bounds = img.Bounds()
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)
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if palette == nil {
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palette = level.NewPalette()
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}
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// Cache a palette of unique colors as we go.
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var uniqueColor = map[string]*level.Swatch{}
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var newColors = map[string]*level.Swatch{} // new ones discovered this time
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for _, swatch := range palette.Swatches {
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uniqueColor[swatch.Color.String()] = swatch
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}
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for x := bounds.Min.X; x < bounds.Max.X; x++ {
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for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
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px := img.At(x, y)
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color := render.FromColor(px)
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if color == chroma || color.Transparent() { // invisible pixel
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continue
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}
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// New color for the palette?
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swatch, ok := uniqueColor[color.String()]
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if !ok {
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log.Info("New color: %s", color)
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swatch = &level.Swatch{
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Name: color.String(),
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Color: color,
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}
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uniqueColor[color.String()] = swatch
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newColors[color.String()] = swatch
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}
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chunker.Set(render.NewPoint(x, y), swatch)
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}
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}
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// Order the palette.
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var sortedColors []string
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for k := range uniqueColor {
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sortedColors = append(sortedColors, k)
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}
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sort.Strings(sortedColors)
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for _, hex := range sortedColors {
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if _, ok := newColors[hex]; ok {
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palette.Swatches = append(palette.Swatches, uniqueColor[hex])
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}
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}
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palette.Inflate()
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return palette, chunker
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}
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