From 3634577f19c868ca1e8ec51c28e73301c36c1486 Mon Sep 17 00:00:00 2001 From: Noah Petherbridge Date: Wed, 17 Jul 2019 18:22:59 -0700 Subject: [PATCH] Prepare v0.0.10-alpha for release --- Changes.md | 39 +++++++++++++++++++++++---------------- pkg/branding/branding.go | 2 +- pkg/shell.go | 1 - 3 files changed, 24 insertions(+), 18 deletions(-) diff --git a/Changes.md b/Changes.md index 067d905..3c6d0db 100644 --- a/Changes.md +++ b/Changes.md @@ -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. diff --git a/pkg/branding/branding.go b/pkg/branding/branding.go index 8e180b5..5c3b015 100644 --- a/pkg/branding/branding.go +++ b/pkg/branding/branding.go @@ -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" ) diff --git a/pkg/shell.go b/pkg/shell.go index 2228ac8..10461d7 100644 --- a/pkg/shell.go +++ b/pkg/shell.go @@ -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,