Document level file formats

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Matt Penny 2024-01-31 22:27:52 -05:00
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# Game levels
## Table of contents
* [File Formats](./file_formats.md)
* [Signals](./signals.md)
* [Cutscenes](./cutscenes.md) (TODO)
* Level objects
* [Level objects]()
* [Triggers](./level_objects/triggers.md) (TODO)
* TODO: more as encountered

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# Level File Formats
## Levels
Each level of the game is defined via two files:
1. Blender (`.blend`) file
2. YAML (`.yaml`) file
These files are located in the `assets/test_chambers/<level_name>/` directory
corresponding to a given level.
### Level layout (Blender file)
A level's `.blend` file specifies its static 3D layout and lighting, as well as
the dynamic objects contained within (e.g., cubes, doors, elevators, etc.) and
any animations, such as for moving platforms. These files can be edited in
[Blender](https://www.blender.org/) as with any other `.blend` file.
Reusable objects are defined in their own `.blend` files located in the
`assets/models/` directory and then referenced from the level `.blend` files
which use them. At export time, level object data beyond position, rotation,
etc. is generally not read from `.blend` files. Rather, objects use a naming
convention which tells the exporter their type and parameters so information
like the mesh and material data can be looked up elsewhere. This naming
convention is also what hooks the objects up to code. To learn more, see
[Level Objects](./level_objects/README.md).
### Level scripting (YAML file)
The second file that makes up a level is its `.yaml` file. This file contains
its [cutscene steps](./cutscenes.md) and [signal operators](./signals). At build
time, the data in these files is used to generate corresponding C code. See the
linked pages for more details.
## Materials
As mentioned above, material data for objects is not read from their `.blend`
files. This is also true for static level geometry. Instead, all materials are
defined in `.skm.yaml` files located in the `assets/materials/` directory. These
YAML files specify textures, colors, as well as other more complex RDP/RSP
settings. They are currently used at export time to generate display lists using
libultra. Since one of the goals of this project is to build a
library-independent abstraction layer, it is currently not a priority to
document the format of these files.
When exporting a level, only the name of each material is used. The actual
material information is looked up in the `.skm.yaml` files using the name. This
means that a level's appearance in Blender will not necessarily match the game.
However, for convenience, `assets/materials/materials.blend` contains Blender
versions of the various materials so that it is easier to apply them and also
get a reasonable visual approximation while editing.
## TODO
* Asset pipeline
* Blender scripts
* Skeletool
* Exporter scripts
* Material YAML file structure (ideally after library-independent abstraction is done)

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# Level signals
# Level Signals
Signals are a way to indicate that something has happened in a level. They can be emitted by:
Signals are a way to indicate that something has happened in a level. They can
be emitted by:
* Level objects
* Triggers
* Cutscenes
* Signal operators
Other parts of the level can listen for signals in order to perform some sort of action. The possible listeners are:
Other parts of the level can listen for signals in order to perform some sort of
action. The possible listeners are:
* Level objects
* Cutscenes
Signal information is output into generated level definition C source files at build time by the Lua scripts in `tools/level_scripts/`, initiated by `export_level.lua`.
Signal information is output into generated level definition C source files at
build time by the Lua scripts in `tools/level_scripts/`, initiated by
`export_level.lua`.
The code for sending and receiving signals is in `src/scene/signals.c`. The engine uses this to wire up the various emitters and listeners.
The code for sending and receiving signals is in `src/scene/signals.c`. The
engine uses this to wire up the various emitters and listeners.
## Level objects
Level objects which send or receive signals have the relevant signal name as part of their object name in the level's `.blend` file using the format:
Level objects which send or receive signals have the relevant signal name as
part of their object name in the level's `.blend` file using the format:
```
@object_type signal_name
```
@ -25,32 +31,52 @@ For example, consider the following object names:
* `@ball_catcher exit_activate`
* `@door exit_activate`
In this example, the ball catcher sets the `exit_activate` signal when activated. The door listens for that signal, and so it will open when a ball reaches the ball catcher.
In this example, the ball catcher sets the `exit_activate` signal when
activated. The door listens for that signal, and so it will open when a ball
reaches the ball catcher.
There are various other level objects that can send and receive signals, including those that the player cannot directly interact with such as the indicator light strips (they are materials). Buttons are special cases and can set two possible signals: one for a regular press and another for a press with a cube. This is useful for only progressing a cutscene once a level is properly solved.
There are various other level objects that can send and receive signals,
including those that the player cannot directly interact with such as the
indicator light strips (they are materials). Buttons are special cases and can
set two possible signals: one for a regular press and another for a press with a
cube. This is useful for only taking an action once a level is properly solved.
Note that the exact name structure differs per object.
See [Level Objects](./level_objects/README.md) for more details.
Objects which can be deactivated will clear their associated signal when that occurs.
Objects which can be deactivated will clear their associated signal when that
occurs.
## Triggers
Triggers are volumes in a level that set signals depending on which object type intersects with them. Like level objects, this information is defined in their object name in the level's `.blend` file. Trigger object names are of the form:
Triggers are 3D volumes in a level that set signals depending on which object
type intersects with them. Like level objects, this information is defined in
their object name in the level's `.blend` file. Trigger object names are of the
form:
```
@trigger PLAYER_CUTSCENE_NAME player_signal_name CUBE_CUTSCENE_NAME cube_signal_name
```
`player_signal_name` is set/unset when the player enters/leaves the trigger and `cube_signal_name` is set/unset when a cube enters/leaves the trigger.
`player_signal_name` is set/unset when the player enters/leaves the trigger and
`cube_signal_name` is set/unset when a cube enters/leaves the trigger.
For more information on triggers, see [Triggers](./level_objects/triggers.md).
## Cutscenes
Cutscenes can set or clear signals using the `set_signal` and `clear_signal` steps, respectively. For example:
Cutscenes can set or clear signals using the `set_signal` and `clear_signal`
steps, respectively. For example:
```
set_signal door_activate
[...]
clear_signal door_activate
```
Cutscenes can also wait for a particular signal to occur using the `wait_for_signal` step. A number of frames to wait after the signal is set can optionally be specified. For example:
The way this works internally is by altering the default state of the signal. In
the above example, in between `set_signal` and `clear_signal`, other signal
emitters such as buttons would clear the signal when activated.
Cutscenes can also wait for a particular signal to occur using the
`wait_for_signal` step. A number of frames to wait after the signal is set can
optionally be specified. For example:
```
[...]
wait_for_signal player_in_trigger
@ -65,14 +91,18 @@ For more information on cutscenes, see [Cutscenes](./cutscenes.md).
## Signal operators
Level definition YAML files can optionally contain an array property named `operators`. Each array entry must be an equation matching one of the following forms:
Level definition YAML files can optionally contain an array property named
`operators`. Each array entry must be an equation matching one of the following
forms:
```
signal_name = not other_signal_name
signal_name = signal_a or signal_b
signal_name = signal_c and signal_d
```
Only one `not`, `or`, or `and` operator is allowed per entry. If more complex combinations are required, operators can use signals defined by previous operators. For example:
Only one `not`, `or`, or `and` operator is allowed per entry. If more complex
combinations are required, operators can use signals defined by previous
operators. For example:
```
door_not_activated = not door_activated
cube_not_in_room = not cube_in_room