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:
+14
-5
@@ -52,7 +52,7 @@ Optional per-board font override: `path: String`, `tile_w: u32`, `tile_h: u32`.
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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.
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**`Archetype`**
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An enum of named element types: `Empty`, `Wall`, `Object`, `ErrorBlock`. Each variant knows:
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An enum of named element types: `Empty`, `Wall`, `ErrorBlock`. Each variant knows:
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- Its canonical map-file name (e.g. `"wall"`) via `name()`
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- Its default `Behavior` via `behavior()`
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- Its default `Glyph` via `default_glyph()` — used by the editor when stamping a cell
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@@ -69,10 +69,13 @@ In ZZT, each board tile had both a visual (character + color pair) and an elemen
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The complete unit of a game world — one "room" or "screen" in ZZT terminology. Holds:
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- `cells: Vec<(Glyph, Archetype)>` — row-major grid; each cell directly owns its visual and behavioral class
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- `player: Player` — current player position on this board
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- `objects: Vec<ObjectDef>` — scripted objects (parsed, not yet runtime-wired)
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- `objects: Vec<ObjectDef>` — scripted objects (parsed; scripts not yet runtime-wired, but `passable`/`opaque` are live and affect collision)
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- `portals: Vec<PortalDef>` — exits to other boards (parsed, not yet runtime-wired)
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- `font: Option<FontSpec>` — per-board font override; `None` means use the app default
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**`ObjectDef`**
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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.
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**Why `cells` is `Vec<(Glyph, Archetype)>` with no palette:**
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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.
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@@ -167,6 +170,8 @@ All pixel-level rendering knowledge lives here. No dependency on `EditorState` o
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**`draw_board(painter, origin, board, font)`** — iterates all cells calling `draw_glyph`, then draws the player as an overlay on top.
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**`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.
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**`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.
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**`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).
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@@ -175,7 +180,7 @@ All pixel-level rendering knowledge lives here. No dependency on `EditorState` o
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### `editor.rs` — editor state and side panel
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**`EditorTab`** (`Palette` | `Board` | `World`) — which tab is active in the side panel.
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**`EditorTab`** (`Palette` | `Board` | `Objects` | `World`) — which tab is active in the side panel.
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**`EditorState`** — transient editor state:
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- `selected: Archetype` — the archetype class to stamp
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@@ -184,8 +189,12 @@ All pixel-level rendering knowledge lives here. No dependency on `EditorState` o
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- `tab: EditorTab` — which side-panel tab is active
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- `font_dialog_open: bool` — whether the font picker dialog is visible
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- `font_dialog_state: FontDialogState` — in-progress edits for the font dialog
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- `selected_object: Option<usize>` — index into `board.objects` of the currently selected object
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- `object_glyph_picker_open: bool` — whether the object glyph picker is open
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- `object_editing_glyph: Glyph` — local copy of the selected object's glyph; written back to `board.objects[i].glyph` every frame
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- `placing_object: bool` — when `true`, the next board click creates a new `ObjectDef` at that cell
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**`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.
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**`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.
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---
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@@ -268,7 +277,7 @@ A direct mapping from palette character → `(Glyph, Archetype)` means the map f
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1. Wire `ObjectDef` scripts to Rhai: when the player moves to an object's cell, fire its `on_touch` handler
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2. Define the Rhai API surface (what functions scripts can call: `send_message`, movement, board queries)
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**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.
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**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.
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**Portal navigation** — `PortalDef` stores a `target_map` and `target_entry` but there's no multi-board loading or board switching yet.
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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.
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- `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.
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- `FontSpec` — optional per-board bitmap font override: `path: String`, `tile_w: u32`, `tile_h: u32`. When `None`, the app default font is used.
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- `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.
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- `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.
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- `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.
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- `ALL_ARCHETYPES: &[Archetype]` — ordered list of valid editor choices (excludes `ErrorBlock`).
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- `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)`.
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- `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.
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- `Player` — `x: i32, y: i32`
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- `ObjectDef` / `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired
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- `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.
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- `PortalDef` — parsed from map files, stored on Board; not yet runtime-wired
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- `GameState` — holds `board: Board`; `try_move(dx, dy)` checks passability before moving the player
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**`src/font.rs`** — bitmap font loading and UV mapping:
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@@ -74,6 +75,7 @@ The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI.
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- `FontHeader` — deserializes the optional `[font]` section (`path`, `tile_w`, `tile_h`)
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- `impl From<MapFile> for Board` — converts a parsed file into a ready-to-use `Board`; unknown archetype names produce `ErrorBlock`
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- `pub fn load(path: &str) -> Result<Board, Box<dyn std::error::Error>>` — reads and converts a `.toml` map file
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- `pub fn save(board: &Board, path: &Path) -> Result<(), Box<dyn std::error::Error>>` — serializes `Board` back to TOML and writes to disk
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**`src/main.rs`** — app entry point and frame loop:
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- `AppMode` enum (`Play` | `Edit`) — gates arrow-key input; toggles the side panel and viewport mode
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@@ -89,13 +91,14 @@ The game is a single Rust binary using **eframe 0.33 / egui 0.33** for the GUI.
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- `paint_glyph(painter, rect, glyph, font)` — `rect_filled` with `glyph.bg`, then `painter.image` tinted by `glyph.fg`
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- `draw_glyph(painter, origin, x, y, glyph, font)` — sizes cell from `font.tile_w/tile_h`, delegates to `paint_glyph`
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- `draw_board(painter, origin, board, font)` — draws all cells then player overlay
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- `draw_object_overlays(painter, origin, board, font, selected)` — highlights all object cells in the Objects editor tab; the selected object gets a brighter border
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- `board_origin(available, board_w, board_h, player, font)` — centers board or clamps to player with no empty space
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- `pos_to_cell(origin, pos, tile_w, tile_h) -> (i32, i32)` — pixel → cell coordinates; negatives signal out-of-bounds
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**`src/editor.rs`** — editor state and side panel:
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- `EditorTab` enum (`Palette` | `Board` | `World`) — which tab is active
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- `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
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- `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
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- `EditorTab` enum (`Palette` | `Board` | `Objects` | `World`) — which tab is active
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- `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
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- `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
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**`src/glyph_picker.rs`** — floating glyph picker dialog:
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- `show(ctx, open, glyph, board_cells, font)` — takes `open: &mut bool` and `glyph: &mut Glyph` directly; no dependency on `EditorState`
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+18
-3
@@ -70,9 +70,8 @@ pub struct FontSpec {
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/// passability and opacity. Future properties (pushable, shootable, etc.) can
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/// be added here without changing call sites.
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///
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/// For scripted objects (`Archetype::Object`), the behavior will eventually be
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/// determined by the Rhai script rather than this struct. See the Object variant
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/// for details. (TODO fix this comment)
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/// For scripted objects, passability and opacity are stored directly on
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/// [`ObjectDef`] and will eventually be overridable by Rhai scripts at runtime.
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#[derive(Copy, Clone, Debug)]
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pub struct Behavior {
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/// Whether an entity can walk through this cell.
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@@ -226,6 +225,7 @@ pub struct ObjectDef {
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}
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impl ObjectDef {
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/// Returns the default glyph for a newly placed object: tile 63 (`?`) in yellow on black.
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pub fn default_glyph() -> Glyph {
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Glyph {
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tile: 63,
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@@ -233,6 +233,21 @@ impl ObjectDef {
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bg: Rgba8 { r: 0, g: 0, b: 0, a: 255 },
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}
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}
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/// Creates a new object at `(x, y)` with default glyph and blocking behavior.
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///
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/// Defaults: `passable = false`, `opaque = true`, no script. These match
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/// the serde defaults in the map file format so new objects round-trip correctly.
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pub fn new(x: usize, y: usize) -> Self {
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Self {
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x,
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y,
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glyph: Self::default_glyph(),
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passable: false,
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opaque: true,
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script_name: None,
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}
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}
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}
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/// A portal that teleports the player to a named entry point on another board.
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+2
-13
@@ -10,7 +10,7 @@ mod render;
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use editor::{EditorState, EditorTab, show_editor_panel};
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use font::BitmapFont;
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use kiln_core::game::{FontSpec, GameState, Glyph, ObjectDef};
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use kiln_core::game::{FontSpec, GameState, ObjectDef};
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use kiln_core::map_file;
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use render::{
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DEFAULT_WINDOW_H, DEFAULT_WINDOW_W, MIN_WINDOW_H, MIN_WINDOW_W, board_origin, draw_board,
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@@ -237,18 +237,7 @@ impl eframe::App for App {
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if self.editor.placing_object {
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// Placement mode: create a new object here if none exists.
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if board.object_index_at(cx, cy).is_none() {
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board.objects.push(ObjectDef {
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x: cx,
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y: cy,
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glyph: Glyph {
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tile: ObjectDef::default_glyph().tile,
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fg: ObjectDef::default_glyph().fg,
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bg: ObjectDef::default_glyph().bg,
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},
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passable: false,
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opaque: true,
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script_name: None,
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});
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board.objects.push(ObjectDef::new(cx, cy));
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}
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self.editor.placing_object = false;
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} else {
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