Slippery Pixels + Update Changelog for 0.13.1
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Changes.md
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Changes.md
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# Changes
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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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First, there are a couple of new Pixel Attributes available in the level editor:
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* Semi-Solid: pixels with this attribute only behave as "solid" when walked on
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from above. The player can jump through the bottom of a Semi-Solid and land
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on top, and gradual slopes can be walked up and down as well, but a steep
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slope or a wall can be simply passed through as though it were just decoration.
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* Slippery: the player's acceleration and friction are reduced when walking on
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a slippery floor. In the future, players and other mobile doodads may slide
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down slippery slopes automatically as well (not yet implemented).
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* These attributes are available in the Level Editor by clicking the "Edit"
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button on your Palette (or the "Tools -> Edit Palette" menu). The Palette
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Editor now has small icon images for the various attributes to make room for
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the expanded arsenal of options.
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Doodad/Actor Runtime Options have been added:
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* In the Doodad Editor's "Doodad Properties" window, see the new "Options" tab.
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* Doodad Options allow a map creator to customize certain properties about your
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doodad, on a per-instance basis (instances of doodads are called "actors" when
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placed in your level).
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* In the Level Editor when the Actor Tool is selected, mousing over a doodad on
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your level will show a new gear icon in the corner. Clicking the icon will open
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the Actor Properties window, where you may toggle some of the doodad options
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(if a doodad has any options available).
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* Options can be of type boolean, string, or integer and have a custom name and a
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default value at the doodad level. In the Level Editor, the map creator can
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set values for the available options which the doodad script can read using the
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`Self.GetOption()` method.
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* Several of the game's built-in doodads have options you can play with, which are
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documented below.
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New and updated doodads:
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* "Look At Me" is a new Technical doodad that will draw the camera's attention
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to it when it receives a power signal from a linked button. For example, if
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a button would open an Electric Door far across the level, you can also place
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a "Look At Me" near the door and link the button to both doodads. When the
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button is pressed, the camera will scroll to the "Look At Me" and the player
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can see that the door has opened.
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* Anvils will now attract the camera's attention while they are falling.
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Several of the game's built-in doodads have new Actor Runtime Options you can
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configure in your custom levels:
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* Warp Doors: "locked (exit only)" will make it so the player can not enter the
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warp door - they will get a message on-screen that it is locked, similar to
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how warp doors behave when they aren't linked to another door. If it is linked
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to another door, the player may still exit from the 'locked' door -
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essentially creating a one-way warp, without needing to rely on the
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orange/blue state doors. The "Invisible Warp Door" technical doodad also
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supports this option.
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* Electric Door & Electric Trapdoor: check the "opened" option and these doors
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will be opened by default when the level gameplay begins. A switch may still
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toggle the doors closed, or if the doors receive and then lose a power signal
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they will close as normal.
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* Colored Doors & Small Key Door: you may mark the doors as "unlocked" at the
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start of your level, and they won't require a key to open.
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* Colored Keys & Small Key: you may mark the keys as "has gravity" and they
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will be subject to the force of gravity and be considered a "mobile" doodad
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that may activate buttons or trapdoors that they fall onto.
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* Gemstones: these items already had gravity by default, and now they have a
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"has gravity" option you may disable if you'd prefer gemstones not to be
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subject to gravity (and make them behave the way keys used to).
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* Gemstome Totems: for cosmetic purposes you may toggle the "has gemstone"
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option and the totem will already have its stone inserted at level start.
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These gemstones will NOT emit a power signal or interact normally with
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linked totems - they should be configured this way only for the cosmetic
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appearance, e.g., to have one totem filled and some others empty; only the
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empty totems should be linked together and to a door that would open when
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they are all filled.
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* Fire Region: you may pick a custom "name" for this doodad (default is "fire")
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to make it better behave as normal fire pixels do: "Watch out for (name)!"
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Improvements in support of custom content:
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* Add a JavaScript "Exception Catcher" window in-game. If your doodad scripts
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encounter a scripting error, a red window will pop up showing the text of
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the exception with buttons to copy the full text to your clipboard (in case
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it doesn't all fit on-screen) and to suppress any further exceptions for
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the rest of your game session (in case a broken doodad is spamming you with
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error messages). Cheat codes can invoke the Exception Catcher for testing:
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`throw <message>` to show custom text, `throw2` to test a "long" message
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and `throw3` to throw a realistic message.
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* Calling `console.log()` and similar from doodad scripts will now prefix the
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log message with the doodad's filename and level ID.
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There are new JavaScript API methods available to doodad scripts:
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* `Self.CameraFollowMe()` will attract the game's camera viewport to center
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on your doodad, taking the camera's focus away from the player character.
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The camera will return to the player if they enter a directional input.
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* `Self.Options()` returns a string array of all of the options available on
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the current doodad.
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* `Self.GetOption(name)` returns the configured value for a given option.
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Some improvements to the `doodad` command-line tool:
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* `doodad show` will print the Options on a .doodad file and, when showing
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a .level file with the `--actors` option, will list any Options configured
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on a level's actors where they differ from the doodad's defaults.
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* `doodad edit-doodad` adds a `--option` parameter to define an option on a
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doodad programmatically. The syntax is like `--option name=type=default`
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for example `--option unlocked=bool=true` or `--option unlocked=bool`; the
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default value is optional if you want it to be the "zero value" (false,
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zero, or empty string).
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Minor fixes and improvements:
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* Add a "Wait" modal with a progress bar. Not used yet but may be useful
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for long operations like Giant Screenshot or level saving to block input
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to the game while it's busy doing something. Can be tested using the
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cheat code "test wait screen"
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* Detect the presence of a touchscreen device and automatically disable
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on-screen touch hints during gameplay if not on a touch screen.
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* Mobile Linux: mark the Sketchy Maze launcher as supporting the mobile
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form-factor for the Phosh desktop shell especially.
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* Fix the Crusher doodad sometimes not falling until it hits the ground
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and stopping early on slower computers.
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* Small tweaks to player physics - acceleration increased from 0.025 to
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0.04 pixels per tick.
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## v0.13.0 (May 7 2022)
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This is a major update that brings deep architectural changes and a lot
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@ -38,7 +38,10 @@ var (
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// Player speeds
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PlayerMaxVelocity float64 = 7
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PlayerJumpVelocity float64 = -23
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PlayerAcceleration float64 = 0.12
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PlayerAcceleration float64 = 0.04 // 0.12
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PlayerFriction float64 = 0.1
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SlipperyAcceleration float64 = 0.02
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SlipperyFriction float64 = 0.02
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Gravity float64 = 7
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GravityAcceleration float64 = 0.1
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SwimGravity float64 = 3
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@ -27,6 +27,7 @@ type Collide struct {
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// Swatch attributes affecting the collision at this time.
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InFire string // the name of the swatch, Fire = general ouchy color.
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InWater bool
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IsSlippery bool
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}
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// Reset a Collide struct flipping all the bools off, but keeping MoveTo.
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@ -296,6 +297,11 @@ func (c *Collide) ScanGridLine(p1, p2 render.Point, grid *level.Chunker, side Si
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c.InWater = true
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}
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// Slippery floor?
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if side == Bottom && swatch.Slippery {
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c.IsSlippery = true
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}
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// Non-solid swatches don't collide so don't pay them attention.
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if !swatch.Solid && !swatch.SemiSolid {
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continue
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@ -9,9 +9,9 @@ import (
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// Options for runtime, user configurable.
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type Option struct {
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Type string // bool, str, int
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Name string
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Default interface{}
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Type string `json:"type"` // bool, str, int
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Name string `json:"name"`
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Default interface{} `json:"default"`
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}
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// SetOption sets an actor option, safely.
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@ -9,9 +9,9 @@ import (
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// Option for runtime, user configurable overrides of Doodad Options.
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type Option struct {
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Type string // bool, str, int
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Name string
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Value interface{}
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Type string `json:"type"` // bool, str, int
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Name string `json:"name"`
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Value interface{} `json:"value"`
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}
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// SetOption sets an actor option, safely.
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@ -40,7 +40,7 @@ type Actor struct {
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Filename string `json:"filename"` // like "exit.doodad"
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Point render.Point `json:"point"`
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Links []string `json:"links,omitempty"` // IDs of linked actors
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Options map[string]*Option
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Options map[string]*Option `json:"options,omitempty"`
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}
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// NewActor initializes a level.Actor.
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@ -57,6 +57,9 @@ func (s *Swatch) Attributes() string {
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if s.Solid {
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result += "solid,"
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}
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if s.SemiSolid {
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result += "semi-solid,"
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}
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if s.Fire {
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result += "fire,"
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}
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if s.isSparse {
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result += "sparse,"
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}
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if s.Slippery {
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result += "slippery,"
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}
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if result == "" {
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result = "none,"
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@ -70,8 +70,10 @@ type PlayScene struct {
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// Player character
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Player *uix.Actor
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playerPhysics *physics.Mover
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slipperyPhysics *physics.Mover
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lastCheckpoint render.Point
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playerLastDirection float64 // player's heading last tick
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slippery bool // player is on a slippery surface
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antigravity bool // Cheat: disable player gravity
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noclip bool // Cheat: disable player clipping
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godMode bool // Cheat: player can't die
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@ -228,6 +230,9 @@ func (s *PlayScene) setupAsync(d *Doodle) error {
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} else {
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a.Canvas.MaskColor = render.Invisible
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}
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// Slippery floor?
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s.slippery = col.IsSlippery
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}
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// Handle a doodad changing the player character.
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// Set up the movement physics for the player.
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s.playerPhysics = &physics.Mover{
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MaxSpeed: physics.NewVector(balance.PlayerMaxVelocity, balance.PlayerMaxVelocity),
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Acceleration: 0.025,
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Friction: 0.1,
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Acceleration: balance.PlayerAcceleration,
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Friction: balance.PlayerFriction,
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}
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s.slipperyPhysics = &physics.Mover{
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MaxSpeed: s.playerPhysics.MaxSpeed,
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Acceleration: balance.SlipperyAcceleration,
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Friction: balance.SlipperyFriction,
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}
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// Set up the player character's script in the VM.
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@ -17,9 +17,14 @@ func (s *PlayScene) movePlayer(ev *event.State) {
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velocity = s.Player.Velocity()
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direction float64
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jumping bool
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phys = s.playerPhysics
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// holdingJump bool // holding down the jump button vs. tapping it
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)
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if s.slippery {
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phys = s.slipperyPhysics
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}
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// Antigravity: player can move anywhere with arrow keys.
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if s.antigravity || !s.Player.HasGravity() {
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velocity.X = 0
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// slip and slide while their velocity updates.
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velocity.X = physics.Lerp(
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velocity.X,
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direction*s.playerPhysics.MaxSpeed.X,
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s.playerPhysics.Acceleration,
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direction*phys.MaxSpeed.X,
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phys.Acceleration,
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)
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} else {
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// Slow them back to zero using friction.
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velocity.X = physics.Lerp(
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velocity.X,
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0,
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s.playerPhysics.Friction,
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phys.Friction,
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)
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}
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@ -200,9 +200,9 @@ func (a *Actor) Grounded() bool {
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// SetGrounded sets the actor's grounded value. If true, also sets their Y velocity to zero.
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func (a *Actor) SetGrounded(v bool) {
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a.grounded = v
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if v {
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a.velocity.Y = 0
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}
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// if v && a.velocity.Y > 0 {
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// a.velocity.Y = 0
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// }
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}
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// Hide makes the actor invisible.
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