doodle/pkg/balance/theme.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

331 lines
7.8 KiB
Go

package balance
import (
magicform "git.kirsle.net/SketchyMaze/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"
GearIcon = "assets/sprites/gear.png"
// Cursors
CursorIcon = "assets/sprites/pointer.png"
PencilIcon = "assets/sprites/pencil.png"
FloodCursor = "assets/sprites/flood-cursor.png"
// Pixel attributes
AttrSolid = "assets/sprites/attr-solid.png"
AttrFire = "assets/sprites/attr-fire.png"
AttrWater = "assets/sprites/attr-water.png"
AttrSemiSolid = "assets/sprites/attr-semisolid.png"
AttrSlippery = "assets/sprites/attr-slippery.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,
}
// ExceptionFont for showing JavaScript errors to the user.
ExceptionFont = render.Text{
Size: 12,
PadX: 3,
FontFilename: MonospaceFont,
Color: render.Black,
}
// 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
// CheatsMenu window settings.
CheatsMenuBackground = render.RGBA(0, 153, 153, 255)
// 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",
},
{
Label: "Atmosphere",
Value: "atmosphere.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)
}