Object passable/opaque: editor checkboxes + doc/simplify cleanup

- ObjectDef gains passable/opaque fields (defaults: false/true); Board::is_passable
  consults the object before the grid cell, so objects block movement independently
  of the floor tile beneath them
- Editor Objects tab exposes Passable and Opaque checkboxes; changes survive save/load
- Add ObjectDef::new(x, y) to centralise placement defaults; remove triple
  default_glyph() call and unused Glyph import from main.rs
- Fix stale Behavior doc comment; update CLAUDE.md and ARCHITECTURE.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-30 21:48:40 -05:00
parent 0241cd2a8d
commit 067bb9bee0
4 changed files with 43 additions and 27 deletions
+14 -5
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@@ -52,7 +52,7 @@ Optional per-board font override: `path: String`, `tile_w: u32`, `tile_h: u32`.
A plain data struct of runtime behavioral properties — currently `passable: bool` and `opaque: bool`. Returned by `Archetype::behavior()`. Adding a new property (e.g. `shootable`) requires only a new field here; no match arms needed at call sites. This is a deliberate improvement over storing behavior as a bag of booleans on a per-cell or per-archetype basis.
**`Archetype`**
An enum of named element types: `Empty`, `Wall`, `Object`, `ErrorBlock`. Each variant knows:
An enum of named element types: `Empty`, `Wall`, `ErrorBlock`. Each variant knows:
- Its canonical map-file name (e.g. `"wall"`) via `name()`
- Its default `Behavior` via `behavior()`
- Its default `Glyph` via `default_glyph()` — used by the editor when stamping a cell
@@ -69,10 +69,13 @@ In ZZT, each board tile had both a visual (character + color pair) and an elemen
The complete unit of a game world — one "room" or "screen" in ZZT terminology. Holds:
- `cells: Vec<(Glyph, Archetype)>` — row-major grid; each cell directly owns its visual and behavioral class
- `player: Player` — current player position on this board
- `objects: Vec<ObjectDef>` — scripted objects (parsed, not yet runtime-wired)
- `objects: Vec<ObjectDef>` — scripted objects (parsed; scripts not yet runtime-wired, but `passable`/`opaque` are live and affect collision)
- `portals: Vec<PortalDef>` — exits to other boards (parsed, not yet runtime-wired)
- `font: Option<FontSpec>` — per-board font override; `None` means use the app default
**`ObjectDef`**
A scripted object placed on the board. Holds `x`, `y`, `glyph: Glyph` (owned by the object so scripts can change its appearance), `passable: bool`, `opaque: bool`, and `script_name: Option<String>`. `passable` defaults `false` and `opaque` defaults `true` in map files (objects block by default). `Board::is_passable` checks objects before consulting the grid cell's `Archetype::behavior()`, so an impassable object blocks movement even when placed over a passable floor tile. The `passable` and `opaque` flags are editable via checkboxes in the editor's Objects tab.
**Why `cells` is `Vec<(Glyph, Archetype)>` with no palette:**
An earlier design had `cells: Vec<(Glyph, usize)>` where the `usize` indexed a per-board `elements: Vec<Element>` palette. This was eliminated because the palette indirection added complexity without benefit: `Archetype` is a `Copy` enum (4 bytes), so storing it per-cell is as efficient as storing an index, and it removes the invariant that the index must stay in sync with a specific board's palette.
@@ -167,6 +170,8 @@ All pixel-level rendering knowledge lives here. No dependency on `EditorState` o
**`draw_board(painter, origin, board, font)`** — iterates all cells calling `draw_glyph`, then draws the player as an overlay on top.
**`draw_object_overlays(painter, origin, board, font, selected)`** — called from Edit mode when the Objects tab is active. Draws a dim border on every object cell and a bright border on the selected one, making objects discoverable without obscuring the underlying tile.
**`pos_to_cell(origin, pos, tile_w, tile_h) -> (i32, i32)`** — converts a pixel position to cell coordinates using floor division. Returns negative values for clicks above/left of the origin; callers must guard `>= 0`. Mirrors the rendering math so clicks land on the correct cell.
**`board_origin(available, board_w, board_h, player, font) -> Pos2`** — computes the pixel origin for Play-mode rendering (centering or player-tracking with edge clamping).
@@ -175,7 +180,7 @@ All pixel-level rendering knowledge lives here. No dependency on `EditorState` o
### `editor.rs` — editor state and side panel
**`EditorTab`** (`Palette` | `Board` | `World`) — which tab is active in the side panel.
**`EditorTab`** (`Palette` | `Board` | `Objects` | `World`) — which tab is active in the side panel.
**`EditorState`** — transient editor state:
- `selected: Archetype` — the archetype class to stamp
@@ -184,8 +189,12 @@ All pixel-level rendering knowledge lives here. No dependency on `EditorState` o
- `tab: EditorTab` — which side-panel tab is active
- `font_dialog_open: bool` — whether the font picker dialog is visible
- `font_dialog_state: FontDialogState` — in-progress edits for the font dialog
- `selected_object: Option<usize>` — index into `board.objects` of the currently selected object
- `object_glyph_picker_open: bool` — whether the object glyph picker is open
- `object_editing_glyph: Glyph` — local copy of the selected object's glyph; written back to `board.objects[i].glyph` every frame
- `placing_object: bool` — when `true`, the next board click creates a new `ObjectDef` at that cell
**`show_editor_panel(ctx, editor, font_spec, active_font)`** — renders the resizable right-side panel (default 200 px). Palette tab: scrollable archetype list and glyph preview button. Board tab: current font path label + "Font…" button that initializes `font_dialog_state` from `font_spec` and opens the font dialog. World tab: placeholder.
**`show_editor_panel(ctx, editor, board, active_font)`** — renders the resizable right-side panel (default 200 px). Palette tab: scrollable archetype list and glyph preview button. Board tab: current font path label + "Font…" button. Objects tab: "Add Object" button that enters placement mode; lists objects by coordinate with click-to-select; for the selected object shows glyph preview, **Passable** and **Opaque** checkboxes (writing directly to `board.objects[i]`), and a script combobox. World tab: placeholder.
---
@@ -268,7 +277,7 @@ A direct mapping from palette character → `(Glyph, Archetype)` means the map f
1. Wire `ObjectDef` scripts to Rhai: when the player moves to an object's cell, fire its `on_touch` handler
2. Define the Rhai API surface (what functions scripts can call: `send_message`, movement, board queries)
**Object behavior from scripts**`Archetype::Object.behavior()` currently returns a static default (`passable: false, opaque: false`). Eventually, `Board::is_passable` will need a special branch for Object cells that reads the behavior from the cell's Rhai script instead.
**Object behavior from scripts**`ObjectDef.passable` and `ObjectDef.opaque` are live and editable in the editor, but they are static author-set values. Eventually they should be overridable by the object's Rhai script at runtime (e.g. a door script that flips `passable` when opened). `Board::is_passable` already has the right shape for this; the script runtime just needs to be wired in.
**Portal navigation**`PortalDef` stores a `target_map` and `target_entry` but there's no multi-board loading or board switching yet.
+9 -6
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@@ -48,11 +48,12 @@ The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI.
- `Glyph` (`Copy`, `Eq`, `Hash`) — per-cell visual: `tile: u32` (tilesheet index), `fg/bg: Color32`. `Glyph::player()` is a `const fn`; all other glyphs come from the map file. Derives `Hash` so boards can deduplicate glyphs into a palette.
- `FontSpec` — optional per-board bitmap font override: `path: String`, `tile_w: u32`, `tile_h: u32`. When `None`, the app default font is used.
- `Behavior` — plain data struct of runtime behavioral properties: `passable: bool`, `opaque: bool`. Returned by `Archetype::behavior()`; new properties added here require no match arms elsewhere.
- `Archetype` (`Copy`, `PartialEq`) — enum of named element types: `Empty`, `Wall`, `Object`, `ErrorBlock`. Each variant provides `behavior()`, `name()` (used in map files), and `default_glyph()` (used by the editor when stamping a cell). `ErrorBlock` is a sentinel for unknown archetype names — renders as yellow `?` on red.
- `Archetype` (`Copy`, `PartialEq`) — enum of named element types: `Empty`, `Wall`, `ErrorBlock`. Each variant provides `behavior()`, `name()` (used in map files), and `default_glyph()` (used by the editor when stamping a cell). `ErrorBlock` is a sentinel for unknown archetype names — renders as yellow `?` on red.
- `ALL_ARCHETYPES: &[Archetype]` — ordered list of valid editor choices (excludes `ErrorBlock`).
- `Board` — the complete game unit (ZZT-style "board"): `width`, `height`, `cells: Vec<(Glyph, Archetype)>` (row-major; each cell owns its visual and behavioral class directly), `player: Player`, `objects: Vec<ObjectDef>`, `portals: Vec<PortalDef>`, `font: Option<FontSpec>`. `cells` is `pub(crate)`.
- `Board` — the complete game unit (ZZT-style "board"): `width`, `height`, `cells: Vec<(Glyph, Archetype)>` (row-major; each cell owns its visual and behavioral class directly), `player: Player`, `objects: Vec<ObjectDef>`, `portals: Vec<PortalDef>`, `font: Option<FontSpec>`. `cells` is `pub(crate)`. `is_passable(x, y)` checks objects before the grid cell: an impassable object blocks even over a passable floor tile.
- `Player``x: i32, y: i32`
- `ObjectDef` / `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired
- `ObjectDef` — scripted object placed on the board: `x`, `y`, `glyph: Glyph`, `passable: bool`, `opaque: bool`, `script_name: Option<String>`. `passable` defaults `false` and `opaque` defaults `true` in map files. Scripts not yet runtime-wired.
- `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired
- `GameState` — holds `board: Board`; `try_move(dx, dy)` checks passability before moving the player
**`src/font.rs`** — bitmap font loading and UV mapping:
@@ -74,6 +75,7 @@ The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI.
- `FontHeader` — deserializes the optional `[font]` section (`path`, `tile_w`, `tile_h`)
- `impl From<MapFile> for Board` — converts a parsed file into a ready-to-use `Board`; unknown archetype names produce `ErrorBlock`
- `pub fn load(path: &str) -> Result<Board, Box<dyn std::error::Error>>` — reads and converts a `.toml` map file
- `pub fn save(board: &Board, path: &Path) -> Result<(), Box<dyn std::error::Error>>` — serializes `Board` back to TOML and writes to disk
**`src/main.rs`** — app entry point and frame loop:
- `AppMode` enum (`Play` | `Edit`) — gates arrow-key input; toggles the side panel and viewport mode
@@ -89,13 +91,14 @@ The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI.
- `paint_glyph(painter, rect, glyph, font)``rect_filled` with `glyph.bg`, then `painter.image` tinted by `glyph.fg`
- `draw_glyph(painter, origin, x, y, glyph, font)` — sizes cell from `font.tile_w/tile_h`, delegates to `paint_glyph`
- `draw_board(painter, origin, board, font)` — draws all cells then player overlay
- `draw_object_overlays(painter, origin, board, font, selected)` — highlights all object cells in the Objects editor tab; the selected object gets a brighter border
- `board_origin(available, board_w, board_h, player, font)` — centers board or clamps to player with no empty space
- `pos_to_cell(origin, pos, tile_w, tile_h) -> (i32, i32)` — pixel → cell coordinates; negatives signal out-of-bounds
**`src/editor.rs`** — editor state and side panel:
- `EditorTab` enum (`Palette` | `Board` | `World`) — which tab is active
- `EditorState` — holds `selected: Archetype`, `glyph: Glyph`, `glyph_picker_open: bool`, `tab: EditorTab`, `font_dialog_open: bool`, `font_dialog_state: FontDialogState`; selecting a new archetype resets `glyph` to that archetype's default
- `show_editor_panel(ctx, editor, font_spec, active_font)` — resizable right-side panel (default 200 px); Palette tab shows archetype list and glyph preview button; Board tab shows current font path and "Font…" button that opens `font_dialog::show`; World tab is a placeholder
- `EditorTab` enum (`Palette` | `Board` | `Objects` | `World`) — which tab is active
- `EditorState` — holds `selected: Archetype`, `glyph: Glyph`, `glyph_picker_open: bool`, `tab: EditorTab`, `font_dialog_open: bool`, `font_dialog_state: FontDialogState`, `selected_object: Option<usize>`, `object_glyph_picker_open: bool`, `object_editing_glyph: Glyph`, `placing_object: bool`; selecting a new archetype resets `glyph` to that archetype's default
- `show_editor_panel(ctx, editor, board, active_font)` — resizable right-side panel (default 200 px); Palette tab shows archetype list and glyph preview button; Board tab shows current font path and "Font…" button; Objects tab lists all board objects with click-to-select, glyph preview, **Passable/Opaque checkboxes**, and script combobox; World tab is a placeholder
**`src/glyph_picker.rs`** — floating glyph picker dialog:
- `show(ctx, open, glyph, board_cells, font)` — takes `open: &mut bool` and `glyph: &mut Glyph` directly; no dependency on `EditorState`
+18 -3
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@@ -70,9 +70,8 @@ pub struct FontSpec {
/// passability and opacity. Future properties (pushable, shootable, etc.) can
/// be added here without changing call sites.
///
/// For scripted objects (`Archetype::Object`), the behavior will eventually be
/// determined by the Rhai script rather than this struct. See the Object variant
/// for details. (TODO fix this comment)
/// For scripted objects, passability and opacity are stored directly on
/// [`ObjectDef`] and will eventually be overridable by Rhai scripts at runtime.
#[derive(Copy, Clone, Debug)]
pub struct Behavior {
/// Whether an entity can walk through this cell.
@@ -226,6 +225,7 @@ pub struct ObjectDef {
}
impl ObjectDef {
/// Returns the default glyph for a newly placed object: tile 63 (`?`) in yellow on black.
pub fn default_glyph() -> Glyph {
Glyph {
tile: 63,
@@ -233,6 +233,21 @@ impl ObjectDef {
bg: Rgba8 { r: 0, g: 0, b: 0, a: 255 },
}
}
/// Creates a new object at `(x, y)` with default glyph and blocking behavior.
///
/// Defaults: `passable = false`, `opaque = true`, no script. These match
/// the serde defaults in the map file format so new objects round-trip correctly.
pub fn new(x: usize, y: usize) -> Self {
Self {
x,
y,
glyph: Self::default_glyph(),
passable: false,
opaque: true,
script_name: None,
}
}
}
/// A portal that teleports the player to a named entry point on another board.
+2 -13
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@@ -10,7 +10,7 @@ mod render;
use editor::{EditorState, EditorTab, show_editor_panel};
use font::BitmapFont;
use kiln_core::game::{FontSpec, GameState, Glyph, ObjectDef};
use kiln_core::game::{FontSpec, GameState, ObjectDef};
use kiln_core::map_file;
use render::{
DEFAULT_WINDOW_H, DEFAULT_WINDOW_W, MIN_WINDOW_H, MIN_WINDOW_W, board_origin, draw_board,
@@ -237,18 +237,7 @@ impl eframe::App for App {
if self.editor.placing_object {
// Placement mode: create a new object here if none exists.
if board.object_index_at(cx, cy).is_none() {
board.objects.push(ObjectDef {
x: cx,
y: cy,
glyph: Glyph {
tile: ObjectDef::default_glyph().tile,
fg: ObjectDef::default_glyph().fg,
bg: ObjectDef::default_glyph().bg,
},
passable: false,
opaque: true,
script_name: None,
});
board.objects.push(ObjectDef::new(cx, cy));
}
self.editor.placing_object = false;
} else {