Death Barrier and Player Character Cheat Codes
* Added the Death Barrier to Play Mode to catch players from falling off the map and then falling indefinitely, especially on Unbounded maps. * The Death Barrier is set 1,000 pixels below the lowest point on your map. If the player falls here they get a death message: "Watch out for falling off the map!" * Added cheat codes to change the default Player Character doodad, as a way to force play as a different character (for levels which don't specify a custom character): * Play as Bird: fly like a bird * Play as Blue Azulian: the cell * Play as Thief: play as thief * Reset to default (Boy): pinocchio
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Changes.md
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Changes.md
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# Changes
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## v0.8.0 (TBD)
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To Do:
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* Thief needs animations
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* New levels
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This release brings some new features, new doodads, and new levels.
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New features:
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* **All Characters are Playable!** Use the Link Tool to connect your
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Start Flag with another doodad on your level, and you will play
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**as** that doodad when the level starts. The Creature doodads are
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all intended to be fully functional; playing as buttons and doors
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leads to strange results.
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New doodads have been added:
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* The **Anvil** is a heavy metal object which is affected by gravity.
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It is harmless to collision, but if the anvil is in freefall, it
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will destroy every mobile doodad that it touches, and is deadly
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to the player character.
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* The **Electric Trapdoor** is a trapdoor that opens and closes when
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powered by a button or switch. It is a horizontal version of the
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Electric Door.
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* The **Thief** is a new character which will steal items from the
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player or other mobile doodads. The Thief is able to pick up items
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and unlock doors and he walks back and forth like the Azulians.
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* The **Blue Azulian** is now selectable from the Doodads menu. It
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behaves like the Red Azulian but moves at half the speed. The
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Azulians can pick up items and open doors.
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Some doodads have changed behavior:
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* The **Bird** can no longer pick up items, unless controlled by
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the player character.
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* The **Anvil** and **Box** will reset to their original locations
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if they receive a power signal from a linked button or switch.
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The user interface has been improved:
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* **Tabbed windows!** The Doodad Dropper window of the level editor
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and the Settings window use new, tabbed interfaces.
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* **Doodad Categories:** the Doodad Dropper's tabs are divided into
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a few major categories.
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1. Objects: Anvil, Box, Crumbly Floor, and Flags
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2. Doors: Doors, Trapdoors, and Keys
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3. Gizmos: Buttons, Switches, Electric Doors, etc.
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4. Creatures: Bird, Azulians, Thief
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5. All: a classic view paging over all doodads (and doodads
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not fitting any of the above categories).
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doodad edit-doodad --tag "categories=doors,gizmos" filename.doodad
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New functions are available in the JavaScript API for custom doodads:
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* FailLevel(message string): global function that kills the player
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with a custom death message.
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* Self.MoveTo(Point(x, y int))
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* Self.IsPlayer() bool
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* Self.SetInventory(bool): turn on or off inventory. Keys and other
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items will now only give themselves to mobile doodads which have
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inventory.
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* Self.HasInventory() bool
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* Self.AddItem(filename string, quantity int) - zero quantity for
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permanent items like the colored keys.
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* Self.RemoveItem(filename string, quantity int)
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* Self.HasItem(filename string)
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* Self.Inventory() map[string]int
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The Events.OnLeave() callback now receives a CollideEvent argument,
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like OnCollide, instead of the useless actor ID string. Notable
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properties on the CollideEvent will be the .Actor which is leaving
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and Settled=true.
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Other miscellaneous changes:
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* The **Link Tool** can now un-link two doodads by clicking on
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them again.
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* Actor UUIDs in your levels will now be Type 1 UUIDs (time-based)
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instead of random. This will ensure each newly added doodad gets
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a larger ID than the previous one, so in cases of draw order
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conflicts or that sort of thing, the winner can be picked
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deterministically (most recently added renders on top).
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* A **death barrier** will prevent Boy from falling forever on unbounded
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maps should he somehow fall off the level. The death barrier is a
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Y value 1,000 pixels below the lowest pixel on your map.
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## v0.7.2 (July 19 2021)
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This release brings some new features and some new content.
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@ -1,5 +1,7 @@
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package doodle
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import "git.kirsle.net/apps/doodle/pkg/balance"
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// cheatCommand is a subroutine of the Command.Run() method of the Doodle
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// developer shell (commands.go). It looks for special cheat codes entered
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// into the command shell and executes them.
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@ -86,6 +88,22 @@ func (c Command) cheatCommand(d *Doodle) bool {
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d.Flash("Use this cheat in Play Mode to clear your inventory.")
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}
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case "fly like a bird":
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balance.PlayerCharacterDoodad = "bird-red.doodad"
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d.Flash("Set default player character to Bird (red)")
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case "pinocchio":
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balance.PlayerCharacterDoodad = "boy.doodad"
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d.Flash("Set default player character to Boy")
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case "the cell":
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balance.PlayerCharacterDoodad = "azu-blu.doodad"
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d.Flash("Set default player character to Blue Azulian")
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case "play as thief":
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balance.PlayerCharacterDoodad = "thief.doodad"
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d.Flash("Set default player character to Thief")
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default:
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return false
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}
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@ -31,6 +31,7 @@ type PlayScene struct {
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drawing *uix.Canvas
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scripting *scripting.Supervisor
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running bool
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deathBarrier int // Y position of death barrier in case of falling OOB.
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// UI widgets.
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supervisor *ui.Supervisor
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s.drawing.InstallActors(s.Level.Actors)
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}
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// Choose a death barrier in case the user falls off the map,
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// so they don't fall forever.
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worldSize := s.Level.Chunker.WorldSize()
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s.deathBarrier = worldSize.H + 1000
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log.Debug("Death barrier at %d", s.deathBarrier)
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// Set the loading screen text with the level metadata.
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loadscreen.SetSubtitle(
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s.Level.Title,
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playerCharacterFilename = balance.PlayerCharacterDoodad
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spawn render.Point
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flag *level.Actor
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flag = &level.Actor{}
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flagSize = render.NewRect(86, 86) // TODO: start-flag.doodad is 86x86 px
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flagCount int
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)
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log.Error("Drawing loop error: %s", err.Error())
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}
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// Check if the player hit the death barrier.
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if s.Player.Position().Y > s.deathBarrier {
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s.DieByFire("falling off the map")
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}
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// Update the inventory HUD.
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s.computeInventory()
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}
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