Added a new level property: Difficulty * An enum ranging from -1, 0, 1 (Peaceful, Normal, Hard) * Default difficulty is Normal; pre-existing levels are Normal by default per the zero value. Doodad scripts can read the difficulty via the new global variable `Level.Difficulty` and some doodads have been updated: * Azulians: on Peaceful they ignore all player characters, and on Hard they are in "hunt mode": infinite aggro radius and they're aggressive to all characters. * Bird: on Peaceful they will not dive and attack any player character. Other spit and polish: * New Level/Level Properties UI reworked into a magicform. * New "PromptPre(question, answer, func)" function for prompting the user with the developer shell, but pre-filling in an answer for them to either post or edit. * magicform has a PromptUser field option for simple Text/Int fields which present as buttons, so magicform can prompt and update the variable itself. * Don't show the _autosave.doodad in the Doodad Dropper window.
125 lines
2.9 KiB
Go
125 lines
2.9 KiB
Go
package windows
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import (
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"strconv"
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"git.kirsle.net/apps/doodle/assets"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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magicform "git.kirsle.net/apps/doodle/pkg/uix/magic-form"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// TextTool window.
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type TextTool struct {
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// Settings passed in by doodle
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Supervisor *ui.Supervisor
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Engine render.Engine
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// Callback when font settings are changed.
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OnChangeSettings func(font string, size int, message string)
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}
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// NewTextToolWindow initializes the window.
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func NewTextToolWindow(cfg TextTool) *ui.Window {
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window := ui.NewWindow("Text Tool")
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window.SetButtons(ui.CloseButton)
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window.Configure(ui.Config{
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Width: 330,
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Height: 170,
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Background: render.Grey,
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})
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// Text variables
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var (
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currentText = branding.AppName
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fontName = balance.TextToolDefaultFont
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fontSize = 16
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)
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// Get a listing of the available fonts.
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fonts, _ := assets.AssetDir("assets/fonts")
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var fontOption = []magicform.Option{}
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for _, font := range fonts {
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// Select the first font by default.
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if fontName == "" {
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fontName = font
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}
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fontOption = append(fontOption, magicform.Option{
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Label: font,
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Value: font,
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})
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}
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// Send the default config out.
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if cfg.OnChangeSettings != nil {
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cfg.OnChangeSettings(fontName, fontSize, currentText)
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}
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form := magicform.Form{
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Supervisor: cfg.Supervisor,
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Engine: cfg.Engine,
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Vertical: true,
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LabelWidth: 100,
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PadY: 2,
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}
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form.Create(window.ContentFrame(), []magicform.Field{
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{
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Label: "Font Face:",
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Font: balance.LabelFont,
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Options: fontOption,
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SelectValue: fontName,
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OnSelect: func(v interface{}) {
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fontName = v.(string)
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if cfg.OnChangeSettings != nil {
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cfg.OnChangeSettings(fontName, fontSize, currentText)
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}
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},
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},
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{
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Label: "Font Size:",
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Font: balance.LabelFont,
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IntVariable: &fontSize,
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OnClick: func() {
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shmem.Prompt("Enter new font size: ", func(answer string) {
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if answer != "" {
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if i, err := strconv.Atoi(answer); err == nil {
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fontSize = i
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if cfg.OnChangeSettings != nil {
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cfg.OnChangeSettings(fontName, fontSize, currentText)
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}
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} else {
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shmem.FlashError("Not a valid font size: %s", answer)
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}
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}
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})
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},
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},
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{
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Label: "Message:",
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Font: balance.LabelFont,
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TextVariable: ¤tText,
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OnClick: func() {
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shmem.PromptPre("Enter new message: ", currentText, func(answer string) {
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if answer != "" {
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currentText = answer
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if cfg.OnChangeSettings != nil {
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cfg.OnChangeSettings(fontName, fontSize, currentText)
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}
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}
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})
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},
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},
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{
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Label: "Be sure the Text Tool is selected, and click onto your\n" +
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"drawing to place this text onto it.",
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Font: balance.UIFont,
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},
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})
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return window
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}
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