2019-04-10 00:35:44 +00:00
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package render
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import (
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"encoding/json"
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"errors"
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"fmt"
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"image/color"
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"regexp"
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"strconv"
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)
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var (
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// Regexps to parse hex color codes. Three formats are supported:
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// * reHexColor3 uses only 3 hex characters, like #F90
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// * reHexColor6 uses standard 6 characters, like #FF9900
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// * reHexColor8 is the standard 6 plus alpha channel, like #FF9900FF
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reHexColor3 = regexp.MustCompile(`^([A-Fa-f0-9])([A-Fa-f0-9])([A-Fa-f0-9])$`)
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reHexColor6 = regexp.MustCompile(`^([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})$`)
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reHexColor8 = regexp.MustCompile(`^([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})([A-Fa-f0-9]{2})$`)
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)
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// Color holds an RGBA color value.
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type Color struct {
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Red uint8
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Green uint8
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Blue uint8
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Alpha uint8
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}
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// RGBA creates a new Color.
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func RGBA(r, g, b, a uint8) Color {
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return Color{
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Red: r,
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Green: g,
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Blue: b,
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Alpha: a,
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}
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}
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// FromColor creates a render.Color from a Go color.Color
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func FromColor(from color.Color) Color {
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// downscale a 16-bit color value to 8-bit. input range 0x0000..0xffff
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downscale := func(in uint32) uint8 {
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var scale = float64(in) / 0xffff
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return uint8(scale * 0xff)
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}
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r, g, b, a := from.RGBA()
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return RGBA(
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downscale(r),
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downscale(g),
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downscale(b),
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downscale(a),
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)
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}
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// MustHexColor parses a color from hex code or panics.
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func MustHexColor(hex string) Color {
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color, err := HexColor(hex)
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if err != nil {
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panic(err)
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}
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return color
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}
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// HexColor parses a color from hexadecimal code.
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func HexColor(hex string) (Color, error) {
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c := Black // default color
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if len(hex) > 0 && hex[0] == '#' {
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hex = hex[1:]
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}
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var m []string
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if len(hex) == 3 {
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m = reHexColor3.FindStringSubmatch(hex)
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} else if len(hex) == 6 {
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m = reHexColor6.FindStringSubmatch(hex)
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} else if len(hex) == 8 {
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m = reHexColor8.FindStringSubmatch(hex)
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} else {
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return c, errors.New("not a valid length for color code; only 3, 6 and 8 supported")
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}
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// Any luck?
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if m == nil {
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return c, errors.New("not a valid hex color code")
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}
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// Parse the color values. 16=base, 8=bit size
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red, _ := strconv.ParseUint(m[1], 16, 8)
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green, _ := strconv.ParseUint(m[2], 16, 8)
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blue, _ := strconv.ParseUint(m[3], 16, 8)
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// Alpha channel available?
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var alpha uint64 = 255
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if len(m) == 5 {
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alpha, _ = strconv.ParseUint(m[4], 16, 8)
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}
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c.Red = uint8(red)
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c.Green = uint8(green)
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c.Blue = uint8(blue)
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c.Alpha = uint8(alpha)
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return c, nil
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}
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func (c Color) String() string {
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return fmt.Sprintf(
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"Color<#%02x%02x%02x+%02x>",
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c.Red, c.Green, c.Blue, c.Alpha,
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)
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}
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2019-06-27 01:36:54 +00:00
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// ToHex converts a render.Color to standard #RRGGBB hexadecimal format.
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func (c Color) ToHex() string {
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return fmt.Sprintf(
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"#%02x%02x%02x",
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c.Red, c.Green, c.Blue,
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)
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}
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2019-04-10 00:35:44 +00:00
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// ToColor converts a render.Color into a Go standard color.Color
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func (c Color) ToColor() color.RGBA {
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return color.RGBA{
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R: c.Red,
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G: c.Green,
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B: c.Blue,
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A: c.Alpha,
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}
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}
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// Transparent returns whether the alpha channel is zeroed out and the pixel
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// won't appear as anything when rendered.
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func (c Color) Transparent() bool {
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return c.Alpha == 0x00
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}
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// MarshalJSON serializes the Color for JSON.
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func (c Color) MarshalJSON() ([]byte, error) {
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return []byte(fmt.Sprintf(
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`"#%02x%02x%02x"`,
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c.Red, c.Green, c.Blue,
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)), nil
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}
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// UnmarshalJSON reloads the Color from JSON.
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func (c *Color) UnmarshalJSON(b []byte) error {
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var hex string
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err := json.Unmarshal(b, &hex)
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if err != nil {
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return err
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}
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parsed, err := HexColor(hex)
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if err != nil {
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return err
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}
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c.Red = parsed.Red
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c.Blue = parsed.Blue
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c.Green = parsed.Green
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c.Alpha = parsed.Alpha
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return nil
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}
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Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
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// IsZero returns if the color is all zeroes (invisible).
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func (c Color) IsZero() bool {
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return c.Red+c.Green+c.Blue+c.Alpha == 0
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}
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2019-04-10 00:35:44 +00:00
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// Add a relative color value to the color.
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2019-04-10 02:17:56 +00:00
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func (c Color) Add(r, g, b, a int) Color {
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2019-04-10 00:35:44 +00:00
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var (
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2019-04-10 02:17:56 +00:00
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R = int(c.Red) + r
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G = int(c.Green) + g
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B = int(c.Blue) + b
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A = int(c.Alpha) + a
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2019-04-10 00:35:44 +00:00
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)
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2019-04-10 02:17:56 +00:00
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cap8 := func(v int) uint8 {
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2019-04-10 00:35:44 +00:00
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if v > 255 {
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v = 255
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} else if v < 0 {
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v = 0
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}
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return uint8(v)
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}
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return Color{
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Red: cap8(R),
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Green: cap8(G),
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Blue: cap8(B),
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Alpha: cap8(A),
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}
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}
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Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
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// AddColor adds another Color to your Color.
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func (c Color) AddColor(other Color) Color {
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return c.Add(
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int(other.Red),
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int(other.Green),
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int(other.Blue),
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int(other.Alpha),
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)
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}
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2019-04-10 00:35:44 +00:00
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// Lighten a color value.
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2019-04-10 02:17:56 +00:00
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func (c Color) Lighten(v int) Color {
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2019-04-10 00:35:44 +00:00
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return c.Add(v, v, v, 0)
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}
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// Darken a color value.
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2019-04-10 02:17:56 +00:00
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func (c Color) Darken(v int) Color {
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2019-04-10 00:35:44 +00:00
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return c.Add(-v, -v, -v, 0)
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}
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2019-04-10 02:17:56 +00:00
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// Transparentize adjusts the alpha value.
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func (c Color) Transparentize(v int) Color {
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return c.Add(0, 0, 0, v)
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}
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// SetAlpha sets the alpha value to a specific setting.
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func (c Color) SetAlpha(v uint8) Color {
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c.Alpha = v
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return c
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}
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