Prepare v1.14.0 for release
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Changes.md
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Changes.md
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# Changes
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## v0.14.0 TBD
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## v0.14.0 (May 4 2024)
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Level screenshots and thumbnails:
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@ -23,6 +23,26 @@ Level screenshots and thumbnails:
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block interaction with the game so that you don't accidentally modify
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the level while the screenshot is generating.
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Updates to the JavaScript API for doodad scripts:
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* `setTimeout()` and `setInterval()` will now be more deterministic and
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reliable to time your doodad scripts with, as they are now based on the
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game's tick speed. At the target average of 60 FPS, 1000 millisecond
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timers will fire in 60 game ticks every time.
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* The `Self` API now exposes more functions on the underlying Actor object
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that points to the current doodad. See the guidebook for full details.
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* Self.Doodad() *Doodad
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* Self.GetBoundingRect() Rect
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* Self.HasGravity() bool
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* Self.IsFrozen() bool
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* Self.IsMobile() bool
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* Self.LayerCount() int
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* Self.ListItems() []string
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* Self.SetGrounded(bool)
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* Self.SetWet(bool)
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* Self.Velocity() Point
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* Self.GetVelocity() is now deprecated and will be an alias to Self.Velocity.
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Some minor changes:
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* Tweaked the player movement physics and adjusted doodads accordingly.
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@ -46,6 +66,9 @@ Some minor changes:
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of the fancy new one with the listbox.
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* Fixed a touch screen detection bug that was causing the mouse cursor to hide
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on Macbooks when using their touchpad.
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* Fixed how touch screen mode is activated. The game's mouse cursor will
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disappear on touch and reappear when your last finger leaves the screen, and
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then a mouse movement is detected.
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* Add a `--touch` command line flag to the game binary, which forces touch screen
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mode to always be on (which hides the mouse cursor), in case of touch screen
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detection errors or annoyances.
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@ -45,6 +45,7 @@ type MainScene struct {
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winLevelPacks *ui.Window
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winPlayLevel *ui.Window
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winOpenDrawing *ui.Window
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winAbout *ui.Window
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// Update check variables.
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updateButton *ui.Button
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@ -250,6 +251,29 @@ func (s *MainScene) Setup(d *Doodle) error {
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},
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Style: &balance.ButtonPrimary,
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},
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{
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Name: "About",
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If: func() bool {
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return !balance.DPP
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},
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Func: func() {
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if s.winAbout == nil {
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s.winAbout = windows.NewAboutWindow(windows.About{
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Supervisor: s.Supervisor,
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Engine: d.Engine,
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})
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s.winAbout.Compute(d.Engine)
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s.winAbout.Supervise(s.Supervisor)
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// Center the window.
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s.winAbout.MoveTo(render.Point{
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X: (d.width / 2) - (s.winAbout.Size().W / 2),
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Y: 60,
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})
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}
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s.winAbout.Show()
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},
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},
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}
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for _, button := range buttons {
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if check := button.If; check != nil && !check() {
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