Prepare v0.0.10-alpha for release
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Changes.md
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Changes.md
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# Changes
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## v0.0.1-alpha - June 17 2018
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## v0.0.10-alpha
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* Add a debug overlay that shows FPS, coordinates, and useful info.
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* Add FPS throttling to target 60 frames per second.
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* Add `F12` for Screenshot key which saves the in-memory representation of
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the pixels you've drawn to disk as a PNG image.
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* Smoothly connect dots between periods where the mouse button was held down
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but was moving too fast.
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New features:
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## v0.0.0-alpha
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* Added the **Eraser Tool** and support for **brush sizes**. Now you can clean
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up your mistakes and draw shapes with thicker lines!
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* Added the **Ellipse Tool** for drawing elliptical shapes.
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* Added a third example to the game's built-in levels.
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* Basic SDL canvas that draws pixels when you click and/or drag.
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* The lines drawn aren't smooth, because the mouse cursor moves too fast.
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Bug fixes:
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### Screenshot Feature
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* The Undo command now restores the original color of a pixel instead of just
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deleting it. Only works for thin lines so far.
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* Improved collision detection algorithm to prevent players from clipping
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through a solid doodad, regardless of speed. This change is invisible this
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build, but opens the door to improvements in the 2D platforming physics and
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making the player character move and fall faster.
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* Fix mobile non-player doodads from sometimes being able to clip through a
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solid doodad. For example, a Red Azulian could sometimes walk through a locked
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door without interacting with it.
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* Sometimes hitting Undo would leave a broken "chunk" in your level, if the
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Undo operation deleted all pixels in that chunk. The broken chunk would show
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as a solid black square (non-solid) in the level. This has been fixed: empty
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chunks are now culled when the last pixel is deleted and existing level files
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will be repaired on next save.
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Pressing `F12` takes a screenshot and saves it on disk as a PNG.
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## v0.0.9-alpha
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It does **NOT** read the SDL canvas data for this, though. It uses an
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internal representation of the pixels you've been drawing, and writes that
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to the PNG. This is important because that same pixel data will be used for
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the custom level format.
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First alpha release.
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@ -4,5 +4,5 @@ package branding
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const (
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AppName = "Project: Doodle"
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Summary = "A drawing-based maze game"
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Version = "0.0.9-alpha"
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Version = "0.0.10-alpha"
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)
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@ -75,7 +75,6 @@ func NewShell(d *Doodle) Shell {
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// Make the Doodle instance available to the shell.
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bindings := map[string]interface{}{
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"d": d,
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"log": log.Logger,
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"RGBA": render.RGBA,
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"Point": render.NewPoint,
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"Rect": render.NewRect,
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