Add player colour as a level property

This PR adds a new XML property for the player's colour. It is 0 by
default, but you can change it to any colour ID. For example, making
the player use the trinket color is `<PlayerColour>3</PlayerColour>`.

This is mostly a quality-of-life addition, as the player's colour is
always 0 unless changed by scripts. A lot of levels which use different
player colours use an intro script which both changes the player's
colour and sets their respawn colour, which works great for finished,
completed levels, but makes playtesting a little more annoying as they
will spawn in as the wrong colour. Adding a level property for the
default player colour fixes this annoyance.

Additionally, this changes the behavior of `restoreplayercolour`. This
command used to set the player's colour to 0 (ignoring the respawn
colour, so when Viridian would die, they would revert to the respawn
colour). Now, it sets both Viridian's colour AND the respawn colour to
what was present in the level file. This way, you can temporarily
change the player colour using the script commands, and then use
`restoreplayercolour` to revert back to what the player colour
normally is.

The start point colour has also changed, to show the player colour
instead of always colour 0.

Like most changes like this, a way to change this in-editor does not
yet exist, but is planned for the future.
This commit is contained in:
NyakoFox 2025-04-11 00:21:47 -03:00 committed by Ethan Lee
parent b0d53e85a0
commit 5816e6f51a
4 changed files with 33 additions and 5 deletions

View file

@ -404,6 +404,8 @@ void customlevelclass::reset(void)
script.textbox_colours.clear(); script.textbox_colours.clear();
script.add_default_colours(); script.add_default_colours();
map.specialroomnames.clear(); map.specialroomnames.clear();
player_colour = 0;
} }
const int* customlevelclass::loadlevel( int rxi, int ryi ) const int* customlevelclass::loadlevel( int rxi, int ryi )
@ -1414,6 +1416,11 @@ next:
map.specialroomnames.push_back(name); map.specialroomnames.push_back(name);
} }
} }
if (SDL_strcmp(pKey, "PlayerColour") == 0)
{
player_colour = help.Int(pText);
}
} }
if (mapwidth < maxwidth) if (mapwidth < maxwidth)
@ -1558,6 +1565,20 @@ bool customlevelclass::save(const std::string& _path)
} }
} }
if (player_colour != 0)
{
xml::update_tag(msg, "PlayerColour", player_colour);
}
else
{
// Get rid of this one as well, since older levels don't have this property anyways
tinyxml2::XMLElement* element;
while ((element = msg->FirstChildElement("PlayerColour")) != NULL)
{
doc.DeleteNode(element);
}
}
xml::update_tag(data, "mapwidth", mapwidth); xml::update_tag(data, "mapwidth", mapwidth);
xml::update_tag(data, "mapheight", mapheight); xml::update_tag(data, "mapheight", mapheight);

View file

@ -170,6 +170,8 @@ public:
SDL_Color getonewaycol(int rx, int ry); SDL_Color getonewaycol(int rx, int ry);
SDL_Color getonewaycol(void); SDL_Color getonewaycol(void);
bool onewaycol_override; bool onewaycol_override;
int player_colour;
}; };
bool translate_title(const std::string& title); bool translate_title(const std::string& title);

View file

@ -1048,11 +1048,11 @@ static void draw_entities(void)
if (entity->p1 == 0) // Facing right if (entity->p1 == 0) // Facing right
{ {
graphics.draw_sprite(x - 4, y, 0, graphics.col_crewcyan); graphics.draw_sprite(x - 4, y, 0, graphics.getcol(cl.player_colour));
} }
else // Non-zero is facing left else // Non-zero is facing left
{ {
graphics.draw_sprite(x - 4, y, 3, graphics.col_crewcyan); graphics.draw_sprite(x - 4, y, 3, graphics.getcol(cl.player_colour));
} }
graphics.draw_rect(x, y, 16, 24, graphics.getRGB(255, 255, 164)); graphics.draw_rect(x, y, 16, 24, graphics.getRGB(255, 255, 164));
@ -1959,6 +1959,8 @@ void editorrenderfixed(void)
const RoomProperty* const room = cl.getroomprop(ed.levx, ed.levy); const RoomProperty* const room = cl.getroomprop(ed.levx, ed.levy);
graphics.updatetitlecolours(); graphics.updatetitlecolours();
graphics.trinketcolset = false;
game.customcol = cl.getlevelcol(room->tileset, room->tilecol) + 1; game.customcol = cl.getlevelcol(room->tileset, room->tilecol) + 1;
ed.entcol = cl.getenemycol(game.customcol); ed.entcol = cl.getenemycol(game.customcol);

View file

@ -1850,8 +1850,9 @@ void scriptclass::run(void)
i = obj.getplayer(); i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities)) if (INBOUNDS_VEC(i, obj.entities))
{ {
obj.entities[i].colour = 0; obj.entities[i].colour = cl.player_colour;
} }
game.savecolour = cl.player_colour;
} }
else if (words[0] == "changeplayercolour") else if (words[0] == "changeplayercolour")
{ {
@ -2652,7 +2653,7 @@ void scriptclass::startgamemode(const enum StartMode mode)
} }
} }
/* Containers which need to be reset before gameplay starts /* State which needs to be reset before gameplay starts
* ex. before custom levels get loaded */ * ex. before custom levels get loaded */
switch (mode) switch (mode)
@ -2662,6 +2663,8 @@ void scriptclass::startgamemode(const enum StartMode mode)
default: default:
textbox_colours.clear(); textbox_colours.clear();
add_default_colours(); add_default_colours();
cl.onewaycol_override = false;
cl.player_colour = 0;
break; break;
} }
@ -3207,7 +3210,7 @@ void scriptclass::hardreset(void)
game.savey = 0; game.savey = 0;
game.savegc = 0; game.savegc = 0;
} }
game.savecolour = 0; game.savecolour = cl.player_colour;
game.intimetrial = false; game.intimetrial = false;
game.timetrialcountdown = 0; game.timetrialcountdown = 0;