Update README and fix perfect run icon display
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Changes.md
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Changes.md
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@ -2,6 +2,22 @@
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## v0.13.2 (TBD)
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Some new features:
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* **Doodads can be non-square!** You can now set a rectangular canvas size
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for your doodads. Many of the game's built-in doodads that used to be
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off-center before (doors, creatures) because their sprites were not squares
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now have correct rectangular shapes.
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* A **Cheats Menu** has been added which enables you to enter many of the
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game's cheat codes by clicking on buttons instead. Enable it through the
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"Experimental" tab of the Settings, and the cheats menu can be opened from
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the Help menu bar during gameplay.
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Other miscellaneous changes:
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* The default Author name on your new drawings will prefer to use your
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license registration name (if the game is registered) before falling back
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on your operating system's $USER name like before.
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* In the level editor, you can now use the Pan Tool to access the actor
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properties of doodads you've dropped into your level. Similar to the
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Actor Tool, when you mouse-over an actor on your level it will highlight
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@ -12,6 +28,16 @@
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on your level as might happen with the Actor Tool!
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* Start distributing AppImage releases for GNU/Linux (64-bit and 32-bit)
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Some technical changes:
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* Chunk sizes in levels/doodads is now a uint8 type, meaning the maximum
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chunk size is 255x255 pixels. The game's default has always been 128x128
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but now there is a limit. This takes a step towards optimizing the game's
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file formats: large world coordinates (64-bit) are mapped to a chunk
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coordinate, and if each chunk only needs to worry about the 255 pixels
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in its territory, space can be saved in memory without chunks needing to
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theoretically support 64-bit sizes of pixels!
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## v0.13.1 (Oct 10 2022)
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This release brings a handful of minor new features to the game.
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@ -43,7 +43,7 @@ var (
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// Actor replacement cheats
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var CheatActors = map[string]string{
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"pinocchio": "boy",
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"pinocchio": PlayerCharacterDoodad,
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"the cell": "azu-blu",
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"super azulian": "azu-red",
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"hyper azulian": "azu-white",
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@ -36,10 +36,15 @@ func (d *Doodle) MakeCheatsWindow(supervisor *ui.Supervisor) *ui.Window {
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return d.Scene.Name()
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},
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RunCommand: func(command string) {
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// If we are in Play Mode, every command out of here is cheating.
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if playScene, ok := d.Scene.(*PlayScene); ok {
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playScene.SetCheated()
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}
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d.shell.Execute(command)
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},
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OnSetPlayerCharacter: func(doodad string) {
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if scene, ok := d.Scene.(*PlayScene); ok {
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scene.SetCheated()
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scene.SetPlayerCharacter(doodad)
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} else {
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shmem.FlashError("This only works during Play Mode.")
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@ -643,6 +643,11 @@ func (s *PlayScene) GetCheated() bool {
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return s.cheated
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}
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// GetPerfect gives read-only access to the perfectRun flag.
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func (s *PlayScene) GetPerfect() bool {
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return s.perfectRun
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}
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// ShowEndLevelModal centralizes the EndLevel modal config.
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// This is the common handler function between easy methods such as
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// BeatLevel, FailLevel, and DieByFire.
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@ -833,6 +838,13 @@ func (s *PlayScene) Draw(d *Doodle) error {
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}
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}
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// Bug: sometimes (especially after cheating) if you restart a level
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// properly, cheated=false perfectRun=true but the perfectRunIcon
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// would not be showing.
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if !s.cheated && s.perfectRun && s.timerPerfectImage.Hidden() {
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s.timerPerfectImage.Show()
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}
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// Draw the UI screen and any widgets that attached to it.
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s.screen.Compute(d.Engine)
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s.screen.Present(d.Engine, render.Origin)
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