Prepare v0.12.0 for release

pull/84/head
Noah 2022-03-27 14:23:25 -07:00
parent 38a23f00b2
commit ba373553cb
5 changed files with 35 additions and 3 deletions

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@ -1,6 +1,6 @@
# Changes
## v0.12.0 (TBD)
## v0.12.0 (March 27 2022)
This update adds several new features to gameplay and the Level Editor.
@ -36,6 +36,11 @@ An update to the Level Editor's toolbar:
On narrower screens with less real estate, it will use a single column
when it fits better.
New levels:
* An **Azulian Tag** levelpack has been added featuring two levels so
far of the Azulian Tag game mode.
New doodads:
* A technical doodad for **Reset Level Timer** resets the timer to zero,

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@ -103,6 +103,11 @@ func showLevel(c *cli.Context, filename string) error {
fmt.Printf(" Locked: %+v\n", lvl.Locked)
fmt.Println("")
fmt.Println("Game Rules:")
fmt.Printf(" Difficulty: %s (%d)\n", lvl.GameRule.Difficulty, lvl.GameRule.Difficulty)
fmt.Printf(" Survival: %+v\n", lvl.GameRule.Survival)
fmt.Println("")
showPalette(lvl.Palette)
fmt.Println("Level Settings:")

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@ -9,7 +9,7 @@ import (
const (
AppName = "Sketchy Maze"
Summary = "A drawing-based maze game"
Version = "0.11.0"
Version = "0.12.0"
Website = "https://www.sketchymaze.com"
Copyright = "2022 Noah Petherbridge"
Byline = "a game by Noah Petherbridge."

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@ -62,7 +62,7 @@ type Level struct {
// GameRule
type GameRule struct {
Difficulty enum.Difficulty `json:"difficulty"`
Survival bool `json:"survival"`
Survival bool `json:"survival,omitempty"`
}
// New creates a blank level object with all its members initialized.

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@ -59,6 +59,28 @@ type MainScene struct {
landscapeMode bool
}
/*
MakePhotogenic tweaks some variables to make a screenshotable title screen.
This function is designed to be called from the developer shell:
$ d.Scene.MakePhotogenic(true)
It automates the pausing of lazy scroll and hiding of UI elements except
for just the title and version number.
*/
func (s *MainScene) MakePhotogenic(v bool) {
if v {
s.PauseLazyScroll = true
s.ButtonFrame().Hide()
s.LabelHint().Hide()
} else {
s.PauseLazyScroll = false
s.ButtonFrame().Show()
s.LabelHint().Show()
}
}
// Name of the scene.
func (s *MainScene) Name() string {
return "Main"