doodle/pkg/doodads/doodad.go
Noah Petherbridge cf1bc81f25 Update savegame format, Allow out-of-bounds camera
Updates the savegame.json file format:

* Levels now have a UUID value assigned at first save.
* The savegame.json will now track level completion/score based on UUID,
making it robust to filename changes in either levels or levelpacks.
* The savegame file is auto-migrated on startup - for any levels not
found or have no UUID, no change is made, it's backwards compatible.
* Level Properties window adds an "Advanced" tab to show/re-roll UUID.

New JavaScript API for doodad scripts:

* `Actors.CameraFollowPlayer()` tells the camera to return focus to the
  player character. Useful for "cutscene" doodads that freeze the player,
  call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the
  camera back to the player. (Or it will follow them at their next directional
  input control).
* `Self.MoveBy(Point(x, y int))` to move the current actor a bit.

New option for the `doodad` command-line tool:

* `doodad resave <.level or .doodad>` will load and re-save a drawing, to
  migrate it to the newest file format versions.

Small tweaks:

* On bounded levels, allow the camera to still follow the player if the player
  finds themselves WELL far out of bounds (40 pixels margin). So on bounded
  levels you can create "interior rooms" out-of-bounds to Warp Door into.
* New wallpaper: "Atmosphere" has a black starscape pattern that fades into a
  solid blue atmosphere.
* Camera strictly follows the player the first 20 ticks, not 60 of level start
* If player is frozen, directional inputs do not take the camera focus back.
2023-03-07 21:55:10 -08:00

176 lines
4.4 KiB
Go

package doodads
import (
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/go/render"
)
// Doodad is a reusable component for Levels that have scripts and graphics.
type Doodad struct {
level.Base
Filename string `json:"-"` // used internally, not saved in json
Hidden bool `json:"hidden,omitempty"`
Palette *level.Palette `json:"palette"`
Size render.Rect `json:"size"` // doodad dimensions
Script string `json:"script"`
Hitbox render.Rect `json:"hitbox"`
Layers []Layer `json:"layers"`
Tags map[string]string `json:"data"` // arbitrary key/value data storage
Options map[string]*Option `json:"options"` // runtime options for a doodad
// Undo history, temporary live data not persisted to the level file.
UndoHistory *drawtool.History `json:"-"`
}
// Layer holds a layer of drawing data for a Doodad.
type Layer struct {
Name string `json:"name"`
Chunker *level.Chunker `json:"chunks"`
}
/*
New creates a new Doodad.
You can give it one or two values for dimensions:
- New(size int) creates a square doodad (classic)
- New(width, height int) lets you have a different width x height.
*/
func New(dimensions ...int) *Doodad {
var (
// Defaults
size int
chunkSize uint8
width int
height int
)
switch len(dimensions) {
case 1:
width, height = dimensions[0], dimensions[0]
case 2:
width, height = dimensions[0], dimensions[1]
}
// Set the desired chunkSize to be the largest dimension.
if width > height {
size = width
} else {
size = height
}
// If no size at all, fall back on the default.
if size == 0 {
size = int(balance.ChunkSize)
}
// Pick an optimal chunk size - if our doodad size
// is under 256 use only one chunk per layer by matching
// that size.
if size <= 255 {
chunkSize = uint8(size)
} else {
chunkSize = balance.ChunkSize
}
return &Doodad{
Base: level.Base{
Version: 1,
},
Palette: level.DefaultPalette(),
Hitbox: render.NewRect(width, height),
Size: render.NewRect(width, height),
Layers: []Layer{
{
Name: "main",
Chunker: level.NewChunker(chunkSize),
},
},
Tags: map[string]string{},
Options: map[string]*Option{},
UndoHistory: drawtool.NewHistory(balance.UndoHistory),
}
}
// AddLayer adds a new layer to the doodad. Call this rather than appending
// your own layer so it points the Zipfile and layer number in. The chunker
// is optional - pass nil and a new blank chunker is created.
func (d *Doodad) AddLayer(name string, chunker *level.Chunker) Layer {
if chunker == nil {
chunker = level.NewChunker(d.ChunkSize8())
}
layer := Layer{
Name: name,
Chunker: chunker,
}
layer.Chunker.Layer = len(d.Layers)
d.Layers = append(d.Layers, layer)
d.Inflate()
return layer
}
// Teardown cleans up texture cache memory when the doodad is no longer needed by the game.
func (d *Doodad) Teardown() {
var (
chunks int
textures int
)
for _, layer := range d.Layers {
for coord := range layer.Chunker.IterChunks() {
if chunk, ok := layer.Chunker.GetChunk(coord); ok {
freed := chunk.Teardown()
chunks++
textures += freed
}
}
}
// Debug log if any textures were actually freed.
if textures > 0 {
log.Debug("Teardown doodad (%s): Freed %d textures across %d chunks", d.Title, textures, chunks)
}
}
// Tag gets a value from the doodad's tags.
func (d *Doodad) Tag(name string) string {
if v, ok := d.Tags[name]; ok {
return v
}
log.Warn("Doodad(%s).Tag(%s): tag not defined", d.Title, name)
return ""
}
// ChunkSize returns the chunk size of the Doodad's first layer.
func (d *Doodad) ChunkSize() int {
return int(d.Layers[0].Chunker.Size)
}
// ChunkSize8 returns the chunk size of the Doodad's first layer as its actual uint8 value.
func (d *Doodad) ChunkSize8() uint8 {
return d.Layers[0].Chunker.Size
}
// Rect returns a rect of the ChunkSize for scaling a Canvas widget.
func (d *Doodad) Rect() render.Rect {
var size = int(d.ChunkSize())
return render.Rect{
W: size,
H: size,
}
}
// Inflate attaches the pixels to their swatches after loading from disk.
func (d *Doodad) Inflate() {
d.Palette.Inflate()
for i, layer := range d.Layers {
layer.Chunker.Layer = i
layer.Chunker.Inflate(d.Palette)
}
}