Slippery Pixels + Update Changelog for 0.13.1

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Noah 2022-10-10 10:52:28 -07:00
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@ -1,5 +1,130 @@
# Changes
## v0.13.1 (Oct 10 2022)
This release brings a handful of minor new features to the game.
First, there are a couple of new Pixel Attributes available in the level editor:
* Semi-Solid: pixels with this attribute only behave as "solid" when walked on
from above. The player can jump through the bottom of a Semi-Solid and land
on top, and gradual slopes can be walked up and down as well, but a steep
slope or a wall can be simply passed through as though it were just decoration.
* Slippery: the player's acceleration and friction are reduced when walking on
a slippery floor. In the future, players and other mobile doodads may slide
down slippery slopes automatically as well (not yet implemented).
* These attributes are available in the Level Editor by clicking the "Edit"
button on your Palette (or the "Tools -> Edit Palette" menu). The Palette
Editor now has small icon images for the various attributes to make room for
the expanded arsenal of options.
Doodad/Actor Runtime Options have been added:
* In the Doodad Editor's "Doodad Properties" window, see the new "Options" tab.
* Doodad Options allow a map creator to customize certain properties about your
doodad, on a per-instance basis (instances of doodads are called "actors" when
placed in your level).
* In the Level Editor when the Actor Tool is selected, mousing over a doodad on
your level will show a new gear icon in the corner. Clicking the icon will open
the Actor Properties window, where you may toggle some of the doodad options
(if a doodad has any options available).
* Options can be of type boolean, string, or integer and have a custom name and a
default value at the doodad level. In the Level Editor, the map creator can
set values for the available options which the doodad script can read using the
`Self.GetOption()` method.
* Several of the game's built-in doodads have options you can play with, which are
documented below.
New and updated doodads:
* "Look At Me" is a new Technical doodad that will draw the camera's attention
to it when it receives a power signal from a linked button. For example, if
a button would open an Electric Door far across the level, you can also place
a "Look At Me" near the door and link the button to both doodads. When the
button is pressed, the camera will scroll to the "Look At Me" and the player
can see that the door has opened.
* Anvils will now attract the camera's attention while they are falling.
Several of the game's built-in doodads have new Actor Runtime Options you can
configure in your custom levels:
* Warp Doors: "locked (exit only)" will make it so the player can not enter the
warp door - they will get a message on-screen that it is locked, similar to
how warp doors behave when they aren't linked to another door. If it is linked
to another door, the player may still exit from the 'locked' door -
essentially creating a one-way warp, without needing to rely on the
orange/blue state doors. The "Invisible Warp Door" technical doodad also
supports this option.
* Electric Door & Electric Trapdoor: check the "opened" option and these doors
will be opened by default when the level gameplay begins. A switch may still
toggle the doors closed, or if the doors receive and then lose a power signal
they will close as normal.
* Colored Doors & Small Key Door: you may mark the doors as "unlocked" at the
start of your level, and they won't require a key to open.
* Colored Keys & Small Key: you may mark the keys as "has gravity" and they
will be subject to the force of gravity and be considered a "mobile" doodad
that may activate buttons or trapdoors that they fall onto.
* Gemstones: these items already had gravity by default, and now they have a
"has gravity" option you may disable if you'd prefer gemstones not to be
subject to gravity (and make them behave the way keys used to).
* Gemstome Totems: for cosmetic purposes you may toggle the "has gemstone"
option and the totem will already have its stone inserted at level start.
These gemstones will NOT emit a power signal or interact normally with
linked totems - they should be configured this way only for the cosmetic
appearance, e.g., to have one totem filled and some others empty; only the
empty totems should be linked together and to a door that would open when
they are all filled.
* Fire Region: you may pick a custom "name" for this doodad (default is "fire")
to make it better behave as normal fire pixels do: "Watch out for (name)!"
Improvements in support of custom content:
* Add a JavaScript "Exception Catcher" window in-game. If your doodad scripts
encounter a scripting error, a red window will pop up showing the text of
the exception with buttons to copy the full text to your clipboard (in case
it doesn't all fit on-screen) and to suppress any further exceptions for
the rest of your game session (in case a broken doodad is spamming you with
error messages). Cheat codes can invoke the Exception Catcher for testing:
`throw <message>` to show custom text, `throw2` to test a "long" message
and `throw3` to throw a realistic message.
* Calling `console.log()` and similar from doodad scripts will now prefix the
log message with the doodad's filename and level ID.
There are new JavaScript API methods available to doodad scripts:
* `Self.CameraFollowMe()` will attract the game's camera viewport to center
on your doodad, taking the camera's focus away from the player character.
The camera will return to the player if they enter a directional input.
* `Self.Options()` returns a string array of all of the options available on
the current doodad.
* `Self.GetOption(name)` returns the configured value for a given option.
Some improvements to the `doodad` command-line tool:
* `doodad show` will print the Options on a .doodad file and, when showing
a .level file with the `--actors` option, will list any Options configured
on a level's actors where they differ from the doodad's defaults.
* `doodad edit-doodad` adds a `--option` parameter to define an option on a
doodad programmatically. The syntax is like `--option name=type=default`
for example `--option unlocked=bool=true` or `--option unlocked=bool`; the
default value is optional if you want it to be the "zero value" (false,
zero, or empty string).
Minor fixes and improvements:
* Add a "Wait" modal with a progress bar. Not used yet but may be useful
for long operations like Giant Screenshot or level saving to block input
to the game while it's busy doing something. Can be tested using the
cheat code "test wait screen"
* Detect the presence of a touchscreen device and automatically disable
on-screen touch hints during gameplay if not on a touch screen.
* Mobile Linux: mark the Sketchy Maze launcher as supporting the mobile
form-factor for the Phosh desktop shell especially.
* Fix the Crusher doodad sometimes not falling until it hits the ground
and stopping early on slower computers.
* Small tweaks to player physics - acceleration increased from 0.025 to
0.04 pixels per tick.
## v0.13.0 (May 7 2022)
This is a major update that brings deep architectural changes and a lot

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@ -38,7 +38,10 @@ var (
// Player speeds
PlayerMaxVelocity float64 = 7
PlayerJumpVelocity float64 = -23
PlayerAcceleration float64 = 0.12
PlayerAcceleration float64 = 0.04 // 0.12
PlayerFriction float64 = 0.1
SlipperyAcceleration float64 = 0.02
SlipperyFriction float64 = 0.02
Gravity float64 = 7
GravityAcceleration float64 = 0.1
SwimGravity float64 = 3

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@ -27,6 +27,7 @@ type Collide struct {
// Swatch attributes affecting the collision at this time.
InFire string // the name of the swatch, Fire = general ouchy color.
InWater bool
IsSlippery bool
}
// Reset a Collide struct flipping all the bools off, but keeping MoveTo.
@ -296,6 +297,11 @@ func (c *Collide) ScanGridLine(p1, p2 render.Point, grid *level.Chunker, side Si
c.InWater = true
}
// Slippery floor?
if side == Bottom && swatch.Slippery {
c.IsSlippery = true
}
// Non-solid swatches don't collide so don't pay them attention.
if !swatch.Solid && !swatch.SemiSolid {
continue

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@ -9,9 +9,9 @@ import (
// Options for runtime, user configurable.
type Option struct {
Type string // bool, str, int
Name string
Default interface{}
Type string `json:"type"` // bool, str, int
Name string `json:"name"`
Default interface{} `json:"default"`
}
// SetOption sets an actor option, safely.

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@ -9,9 +9,9 @@ import (
// Option for runtime, user configurable overrides of Doodad Options.
type Option struct {
Type string // bool, str, int
Name string
Value interface{}
Type string `json:"type"` // bool, str, int
Name string `json:"name"`
Value interface{} `json:"value"`
}
// SetOption sets an actor option, safely.

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@ -40,7 +40,7 @@ type Actor struct {
Filename string `json:"filename"` // like "exit.doodad"
Point render.Point `json:"point"`
Links []string `json:"links,omitempty"` // IDs of linked actors
Options map[string]*Option
Options map[string]*Option `json:"options,omitempty"`
}
// NewActor initializes a level.Actor.

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@ -57,6 +57,9 @@ func (s *Swatch) Attributes() string {
if s.Solid {
result += "solid,"
}
if s.SemiSolid {
result += "semi-solid,"
}
if s.Fire {
result += "fire,"
}
@ -66,6 +69,9 @@ func (s *Swatch) Attributes() string {
if s.isSparse {
result += "sparse,"
}
if s.Slippery {
result += "slippery,"
}
if result == "" {
result = "none,"

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@ -70,8 +70,10 @@ type PlayScene struct {
// Player character
Player *uix.Actor
playerPhysics *physics.Mover
slipperyPhysics *physics.Mover
lastCheckpoint render.Point
playerLastDirection float64 // player's heading last tick
slippery bool // player is on a slippery surface
antigravity bool // Cheat: disable player gravity
noclip bool // Cheat: disable player clipping
godMode bool // Cheat: player can't die
@ -228,6 +230,9 @@ func (s *PlayScene) setupAsync(d *Doodle) error {
} else {
a.Canvas.MaskColor = render.Invisible
}
// Slippery floor?
s.slippery = col.IsSlippery
}
// Handle a doodad changing the player character.
@ -481,8 +486,13 @@ func (s *PlayScene) installPlayerDoodad(filename string, spawn render.Point, cen
// Set up the movement physics for the player.
s.playerPhysics = &physics.Mover{
MaxSpeed: physics.NewVector(balance.PlayerMaxVelocity, balance.PlayerMaxVelocity),
Acceleration: 0.025,
Friction: 0.1,
Acceleration: balance.PlayerAcceleration,
Friction: balance.PlayerFriction,
}
s.slipperyPhysics = &physics.Mover{
MaxSpeed: s.playerPhysics.MaxSpeed,
Acceleration: balance.SlipperyAcceleration,
Friction: balance.SlipperyFriction,
}
// 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) {
velocity = s.Player.Velocity()
direction float64
jumping bool
phys = s.playerPhysics
// holdingJump bool // holding down the jump button vs. tapping it
)
if s.slippery {
phys = s.slipperyPhysics
}
// Antigravity: player can move anywhere with arrow keys.
if s.antigravity || !s.Player.HasGravity() {
velocity.X = 0
@ -77,15 +82,15 @@ func (s *PlayScene) movePlayer(ev *event.State) {
// slip and slide while their velocity updates.
velocity.X = physics.Lerp(
velocity.X,
direction*s.playerPhysics.MaxSpeed.X,
s.playerPhysics.Acceleration,
direction*phys.MaxSpeed.X,
phys.Acceleration,
)
} else {
// Slow them back to zero using friction.
velocity.X = physics.Lerp(
velocity.X,
0,
s.playerPhysics.Friction,
phys.Friction,
)
}

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@ -200,9 +200,9 @@ func (a *Actor) Grounded() bool {
// SetGrounded sets the actor's grounded value. If true, also sets their Y velocity to zero.
func (a *Actor) SetGrounded(v bool) {
a.grounded = v
if v {
a.velocity.Y = 0
}
// if v && a.velocity.Y > 0 {
// a.velocity.Y = 0
// }
}
// Hide makes the actor invisible.