Clean up documentation

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Noah 2019-06-25 18:58:48 -07:00
parent 9efe16582c
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# Building Doodle
## Fonts
The `fonts/` folder is git-ignored. The app currently uses font files here
named:
* `DejaVuSans.ttf` for sans-serif font.
* `DejaVuSans-Bold.ttf` for bold sans-serif font.
* `DejaVuSansMono.ttf` for monospace font.
These are the open source **DejaVu Sans [Mono]** fonts, so copy them in from
your `/usr/share/fonts/dejavu` folder or provide alternative fonts.
```bash
mkdir fonts
cp /usr/share/fonts/dejavu/{DejaVuSans.ttf,DejaVuSans-Bold.ttf,DejaVuSansMono.ttf} fonts/
```
## Makefile
Makefile commands for Linux:
* `make setup`: install Go dependencies and set up the build environment

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@ -76,7 +76,7 @@ test:
dist: build
mkdir -p dist/doodle-$(VERSION)
cp bin/* dist/doodle-$(VERSION)/
cp -r assets fonts README.md Changes.md dist/doodle-$(VERSION)/
cp -r assets fonts README.md dist/doodle-$(VERSION)/
cd dist && tar -czvf doodle-$(VERSION).tar.gz doodle-$(VERSION)
cd dist && zip -r doodle-$(VERSION).zip doodle-$(VERSION)

174
README.md
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# Doodle
# Project: Doodle (Working Title)
Doodle is a drawing-based maze game written in Go.
Project: Doodle is a drawing-based maze game written in Go.
# Features
@ -20,6 +20,9 @@ Doodle is a drawing-based maze game written in Go.
## Mod-friendly
(Eventually) all these features will support custom content in the
game:
* Users can create **Custom Doodads** to extend the game with a scripting
language like JavaScript. The sprites and animations are edited in-game
in Edit Mode, but the scripting is done in your text editor.
@ -55,8 +58,51 @@ In Play Mode:
```
Cursor Keys
Move the player around.
"E" Key
Edit the map you're currently playing if you came from Edit Mode.
```
In Edit Mode:
```
Cursor Keys
Scroll the view of the map around.
"P" Key
Playtest the current map you're working on.
```
# Built-In Doodads
A brief introduction to the built-in doodads available so far:
- **Characters**
- Blue Azulian: this is used as the play character for now. If
dragged into a level, it doesn't do anything but is affected
by gravity.
- Red Azulian: an example mobile mob for now. It walks back and
forth, changing directions only when it comes across an
obstacle and can't proceed any further.
- **Doors and Keys**
- Colored Doors: these act like solid barriers until the player or
another doodad collects the matching colored key.
- Colored Keys: these are collectable items that allow the player or
another doodad to open the door of matching color. Note that
inventories are doodad-specific, so other mobs besides the
player can steal a key before the player gets it! (For now)
- Electric Door: this mechanical door stays closed and only
opens when it receives a power signal from a linked button.
- Trapdoor: this door allows one-way access, but once it's closed
behind you, you can't pass through it from that side!
- **Buttons**
- Button: while pressed by a player or other doodad, the button
emits a power signal to any doodad it is linked to. Link a button
to an electric door, and the door will open while the button is
pressed and close when the button is released.
- Sticky Button: this button will stay pressed once activated and
will not release unless it receives a power signal from another
linked doodad. For example, one Button that links to a Sticky
Button will release the sticky button if pressed.
## Developer Console
Press `Enter` at any time to open the developer console.
@ -65,7 +111,7 @@ Commands supported:
```
new
Create a new map in Edit Mode.
Show the "New Level" screen to start editing a new map.
save [filename]
Save the current map in Edit Mode. The filename is required if the map has
@ -88,111 +134,6 @@ quit
Close the developer console.
```
# Milestones
As a rough idea of the milestones needed for this game to work:
## SDL Paint Program
* [x] Create a basic SDL window that you can click on to color pixels.
* [x] Connect the pixels while the mouse is down to cover gaps.
* [x] Implement a "screenshot" button that translates the canvas to a PNG
image on disk.
* `F12` key to take a screenshot of your drawing.
* It reproduces a PNG image using its in-memory knowledge of the pixels you
have drawn, *not* by reading the SDL canvas. This will be important for
making the custom level format later.
* The PNG I draw looks slightly different to what you see on the SDL canvas;
maybe difference between `Renderer.DrawLine()` and my own algorithm or
the anti-aliasing.
* [x] Create a custom map file format (protobufs maybe) and "screenshot" the
canvas into this custom file format.
* [x] Make the program able to read this file format and reproduce the same
pixels on the canvas.
* [x] Abstract away SDL logic into a small corner so it can be replaced with
OpenGL or something later on.
* [x] Implement a command line shell in-game to ease development before a user
interface is created.
* [x] Add support for the shell to pop itself open and ask the user for
input prompts.
## Alpha Platformer
* [x] Inflate the pixel history from the map file into a full lookup grid
of `(X,Y)` coordinates. This will be useful for collision detection.
* [x] Create a dummy player character sprite, probably just a
`render.Circle()`. In **Play Mode** run collision checks and gravity on
the player sprite.
* [x] Create the concept of the Doodad and make the player character
implement one.
* [x] Get basic movement and collision working. With a cleanup this can
make a workable **ALPHA RELEASE**
* [x] Ability to move laterally along the ground.
* [x] Ability to walk up reasonable size slopes but be stopped when
running against a steeper wall.
* [x] Basic gravity
## UI Overhaul
* [x] Create a user interface toolkit which will be TREMENDOUSLY helpful
for the rest of this program.
* [x] Labels
* [x] Buttons (text only is OK)
* [x] Buttons wrap their Label and dynamically compute their size based
on how wide the label will render, plus padding and border.
* [x] Border colors and widths and paddings are all configurable.
* [x] Buttons should interact with the cursor and be hoverable and
clickable.
* [x] UI Manager that will keep track of buttons to know when the mouse
is interacting with them.
* [x] Frames
* Like Buttons, can have border (raised, sunken or solid), padding and
background color.
* [x] Should be able to size themselves dynamically based on child widgets.
* [x] Windows (fixed, non-draggable is OK)
* [x] Title bar with label
* [x] Window body implements a Frame that contains child widgets.
* [x] Window can resize itself dynamically based on the Frame.
* [x] Create a "Main Menu" scene with buttons to enter a new Edit Mode,
play an existing map from disk, etc.
* [x] Add user interface Frames or Windows to the Edit Mode.
* [x] A toolbar of buttons (New, Save, Open, Play) can be drawn at the top
before the UI toolkit gains a proper MenuBar widget.
* [x] Expand the Palette support in levels for solid vs. transparent, fire,
etc. with UI toolbar to choose palettes.
* [x] Add a "Canvas" widget that will hold level drawing data and abstract it
out such that the Canvas can have a constrained width and height, position,
and "scrollable" viewport area that determines rendered pixels. Will be VERY
useful for Doodads and working on levels smaller than your window size (like
doodads).
Lesser important UI features that can come at any later time:
* [ ] MenuBar widget with drop-down menu support.
* [x] Checkbox and Radiobox widgets.
* [ ] Text Entry widgets (in the meantime use the Developer Shell to prompt for
text input questions)
## Doodad Editor
* [x] The Edit Mode should support creating drawings for Doodads.
* [x] It should know whether you're drawing a Map or a Doodad as some
behaviors may need to be different between the two.
* [ ] Compress the coordinates down toward `(0,0)` when saving a Doodad,
by finding the toppest, leftest point and making that `(0,0)` and adjusting
the rest accordingly. This will help trim down Doodads into the smallest
possible space for easy collision detection.
* [ ] Add a UX to edit multiple frames for a Doodad.
* [ ] Edit Mode should be able to fully save the drawings and frames, and an
external CLI tool can install the JavaScript into them.
* [ ] Possible UX to toggle Doodad options, like its collision rules and
whether the Doodad is continued to be "mobile" (i.e. doors and buttons won't
move, but items and enemies may be able to; and non-mobile Doodads don't
need to collision check against level geometry).
* [ ] Edit Mode should have a Doodad Palette (Frame or Window) to drag
Doodads into the map.
* [ ] ???
# Building
Fedora dependencies:
@ -201,19 +142,6 @@ Fedora dependencies:
$ sudo dnf install SDL2-devel SDL2_ttf-devel
```
## Fonts
# Author
The `fonts/` folder is git-ignored. The app currently uses font files here
named:
* `DejaVuSans.ttf` for sans-serif font.
* `DejaVuSans-Bold.ttf` for bold sans-serif font.
* `DejaVuSansMono.ttf` for monospace font.
These are the open source **DejaVu Sans [Mono]** fonts, so copy them in from
your `/usr/share/fonts/dejavu` folder or provide alternative fonts.
```bash
mkdir fonts
cp /usr/share/fonts/dejavu/{DejaVuSans.ttf,DejaVuSans-Bold.ttf,DejaVuSansMono.ttf} fonts/
```
Copyright (C) 2019 Noah Petherbridge. All rights reserved.

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docs/Milestones.md Normal file
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# Milestones
As a rough idea of the milestones needed for this game to work:
## SDL Paint Program
* [x] Create a basic SDL window that you can click on to color pixels.
* [x] Connect the pixels while the mouse is down to cover gaps.
* [x] Implement a "screenshot" button that translates the canvas to a PNG
image on disk.
* `F12` key to take a screenshot of your drawing.
* It reproduces a PNG image using its in-memory knowledge of the pixels you
have drawn, *not* by reading the SDL canvas. This will be important for
making the custom level format later.
* The PNG I draw looks slightly different to what you see on the SDL canvas;
maybe difference between `Renderer.DrawLine()` and my own algorithm or
the anti-aliasing.
* [x] Create a custom map file format (protobufs maybe) and "screenshot" the
canvas into this custom file format.
* [x] Make the program able to read this file format and reproduce the same
pixels on the canvas.
* [x] Abstract away SDL logic into a small corner so it can be replaced with
OpenGL or something later on.
* [x] Implement a command line shell in-game to ease development before a user
interface is created.
* [x] Add support for the shell to pop itself open and ask the user for
input prompts.
## Alpha Platformer
* [x] Inflate the pixel history from the map file into a full lookup grid
of `(X,Y)` coordinates. This will be useful for collision detection.
* [x] Create a dummy player character sprite, probably just a
`render.Circle()`. In **Play Mode** run collision checks and gravity on
the player sprite.
* [x] Create the concept of the Doodad and make the player character
implement one.
* [x] Get basic movement and collision working. With a cleanup this can
make a workable **ALPHA RELEASE**
* [x] Ability to move laterally along the ground.
* [x] Ability to walk up reasonable size slopes but be stopped when
running against a steeper wall.
* [x] Basic gravity
## UI Overhaul
* [x] Create a user interface toolkit which will be TREMENDOUSLY helpful
for the rest of this program.
* [x] Labels
* [x] Buttons (text only is OK)
* [x] Buttons wrap their Label and dynamically compute their size based
on how wide the label will render, plus padding and border.
* [x] Border colors and widths and paddings are all configurable.
* [x] Buttons should interact with the cursor and be hoverable and
clickable.
* [x] UI Manager that will keep track of buttons to know when the mouse
is interacting with them.
* [x] Frames
* Like Buttons, can have border (raised, sunken or solid), padding and
background color.
* [x] Should be able to size themselves dynamically based on child widgets.
* [x] Windows (fixed, non-draggable is OK)
* [x] Title bar with label
* [x] Window body implements a Frame that contains child widgets.
* [x] Window can resize itself dynamically based on the Frame.
* [x] Create a "Main Menu" scene with buttons to enter a new Edit Mode,
play an existing map from disk, etc.
* [x] Add user interface Frames or Windows to the Edit Mode.
* [x] A toolbar of buttons (New, Save, Open, Play) can be drawn at the top
before the UI toolkit gains a proper MenuBar widget.
* [x] Expand the Palette support in levels for solid vs. transparent, fire,
etc. with UI toolbar to choose palettes.
* [x] Add a "Canvas" widget that will hold level drawing data and abstract it
out such that the Canvas can have a constrained width and height, position,
and "scrollable" viewport area that determines rendered pixels. Will be VERY
useful for Doodads and working on levels smaller than your window size (like
doodads).
Lesser important UI features that can come at any later time:
* [ ] MenuBar widget with drop-down menu support.
* [x] Checkbox and Radiobox widgets.
* [ ] Text Entry widgets (in the meantime use the Developer Shell to prompt for
text input questions)
## Doodad Editor
* [x] The Edit Mode should support creating drawings for Doodads.
* [x] It should know whether you're drawing a Map or a Doodad as some
behaviors may need to be different between the two.
* [ ] Compress the coordinates down toward `(0,0)` when saving a Doodad,
by finding the toppest, leftest point and making that `(0,0)` and adjusting
the rest accordingly. This will help trim down Doodads into the smallest
possible space for easy collision detection.
* [ ] Add a UX to edit multiple frames for a Doodad.
* [ ] Edit Mode should be able to fully save the drawings and frames, and an
external CLI tool can install the JavaScript into them.
* [ ] Possible UX to toggle Doodad options, like its collision rules and
whether the Doodad is continued to be "mobile" (i.e. doors and buttons won't
move, but items and enemies may be able to; and non-mobile Doodads don't
need to collision check against level geometry).
* [ ] Edit Mode should have a Doodad Palette (Frame or Window) to drag
Doodads into the map.
* [ ] ???