Prepare v0.0.10-alpha for release

physics
Noah 2019-07-17 18:22:59 -07:00
parent 32db95ea85
commit 3634577f19
3 changed files with 24 additions and 18 deletions

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@ -1,24 +1,31 @@
# Changes
## v0.0.1-alpha - June 17 2018
## v0.0.10-alpha
* Add a debug overlay that shows FPS, coordinates, and useful info.
* Add FPS throttling to target 60 frames per second.
* Add `F12` for Screenshot key which saves the in-memory representation of
the pixels you've drawn to disk as a PNG image.
* Smoothly connect dots between periods where the mouse button was held down
but was moving too fast.
New features:
## v0.0.0-alpha
* Added the **Eraser Tool** and support for **brush sizes**. Now you can clean
up your mistakes and draw shapes with thicker lines!
* Added the **Ellipse Tool** for drawing elliptical shapes.
* Added a third example to the game's built-in levels.
* Basic SDL canvas that draws pixels when you click and/or drag.
* The lines drawn aren't smooth, because the mouse cursor moves too fast.
Bug fixes:
### Screenshot Feature
* The Undo command now restores the original color of a pixel instead of just
deleting it. Only works for thin lines so far.
* Improved collision detection algorithm to prevent players from clipping
through a solid doodad, regardless of speed. This change is invisible this
build, but opens the door to improvements in the 2D platforming physics and
making the player character move and fall faster.
* Fix mobile non-player doodads from sometimes being able to clip through a
solid doodad. For example, a Red Azulian could sometimes walk through a locked
door without interacting with it.
* Sometimes hitting Undo would leave a broken "chunk" in your level, if the
Undo operation deleted all pixels in that chunk. The broken chunk would show
as a solid black square (non-solid) in the level. This has been fixed: empty
chunks are now culled when the last pixel is deleted and existing level files
will be repaired on next save.
Pressing `F12` takes a screenshot and saves it on disk as a PNG.
## v0.0.9-alpha
It does **NOT** read the SDL canvas data for this, though. It uses an
internal representation of the pixels you've been drawing, and writes that
to the PNG. This is important because that same pixel data will be used for
the custom level format.
First alpha release.

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@ -4,5 +4,5 @@ package branding
const (
AppName = "Project: Doodle"
Summary = "A drawing-based maze game"
Version = "0.0.9-alpha"
Version = "0.0.10-alpha"
)

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@ -75,7 +75,6 @@ func NewShell(d *Doodle) Shell {
// Make the Doodle instance available to the shell.
bindings := map[string]interface{}{
"d": d,
"log": log.Logger,
"RGBA": render.RGBA,
"Point": render.NewPoint,
"Rect": render.NewRect,