* Made the loadscreen useful again (give it work to do async so the game
doesn't simply freeze during): does a first call to LoadUnloadChunks
to preload the viewport chunks.
* Hide the mouse cursor when movement keys are pressed.
* On the failure (but still success) dialog on Survival Mode levels
(e.g. Azulian Tag): make the default be to retry the level but
show a "pity" Next Level button below, as the level is marked as
completed (silver score) and the next one is unlocked.
Previously: the Chunker tracks with chunks were gotten during the
current game tick and the N-1 and N-2 ticks, and chunks not accessed in
two ticks were freed immediately.
Now: they go into a "garbage collection" pool with a minimum number of
game ticks to free. So if they're needed again, they're saved from the
gc pool. F3 overlay data shows the count of the gc pool.
Water pixels finally do something other than turn your character blue!
* When the player character is "wet" (touching water pixels, and so appearing in
a blue mask), water physics apply: gravity is slower, your jump height is
halved, but you get infinite jumps to swim higher in the water.
* Holding the jump key under water will incur a short delay between jumps, so
that you don't just fly straight up to the surface. Tap the jump button to
move up quicker, you can spam it all you want.
Azulians are also able to handle being under water:
* They'll sink to the bottom and keep walking back and forth normally.
* If you are above them and noticed, they'll jump (swim) up towards you,
aware of the water and it jumps like you do.
* The Blue Azulian has the poorest vertical aggro range so it isn't a
very good swimmer. The White Azulian is very good at navigating water
as it can pursue the player from the furthest distance of them all.
Changes to the editor:
* New brush pattern added: bubbles.png
* It's the default pattern now for the "water" color of all
of the built-in palettes instead of ink.png
* A repeating pattern of bubbles carved out showing the
level wallpaper.
* The old "Bubbles (circles.png)" is renamed "Circles"
* The last scroll position is saved with the Level file, so when you reload
the level later it's scrolled at where you left it.
The gamepad mouse cursor has become THE mouse cursor. It is always visible and your
real cursor is hidden, and this way the game can swap out other cursors for certain
scenarios:
* The Pencil Tool in the editor will use a pencil cursor over the level canvas.
* The Flood Tool has a custom Flood cursor so you don't forget it's selected!
Other improvements:
* The Palette buttons in the editor now render using their swatch's pattern
instead of only using its color.
* If you have an ultra HD monitor and open a Bounded level in the editor which
is too small to fill your screen, the editor canvas limits its size to fit
the level (preferable over showing parts of the level you can't actually play
as it's out of bounds).
* The "brush size" box is only drawn around the cursor when a relevant tool is
selected (Pencil, Line, Rect, Ellipse, Eraser)
* New built-in wallpaper: "Dotted paper (dark)" is a dark-themed wallpaper.
* New built-in palette: "Neon Bright" with bright colors for dark levels.
* New cheat: "warp whistle" to automatically win the level.
* In case the user has a VERY LARGE screen resolution bigger than the full
bounds of a Bounded level, the Play Scene will cap the size and center
the level canvas onto the window. This is preferable to being able to see
beyond the level's boundaries and hitting an invisible wall in-game.
* Make the titlescreen Lazy Scroll work on unbounded levels. It can't bounce
off scroll boundaries but it will reverse course if it reaches the level's
furthest limits.
* Bugfix: characters' white eyes were transparent in-game. Multiple culprits
from the `doodad convert` tool defaulting the chroma key to white, to the
SDL2 textures considering white to be transparent. For the latter, the game
offsets the color by -1 blue.
* Editor: Auto-save on a background goroutine so you don't randomly freeze
the editor up during.
* Fix actor linking issues when you drag and re-place a linked doodad: the
level was too eagerly calling PruneLinks() whenever a doodad was 'destroyed'
(such as the one just picked up) breaking half of the link connection.
* Chunk unloader: do not unload a chunk that has been modified (Set or Delete
called on), keep them in memory until the next ZIP file save to flush them
out to disk.
* Link Tool: if you clicked an actor and don't want to connect a link, click
the first actor again to de-select it.
Updates to the `doodad` tool:
* `doodad edit-level --resize <int>` can re-chunk a level to use a different
chunk size than the default 128. Large chunk sizes 512+ lead to performance
problems.
Adds several new doodads to the game and 5 new wallpapers (parchment
paper in blue, green, red, white and yellow).
New doodads:
* Crusher: A purple block-headed mob wearing an iron helmet. It tries
to crush the player when you get underneath. Its flat helmet can be
ridden on like an elevator back up.
* Snake: A green stationary mob that always faces toward the player.
If the player is nearby and jumps, the Snake will jump too and hope
to catch the player in mid-air.
* Gems and Totems: A new key & lock collectible. Gems have quantity so
you can collect multiple, and place them into matching Totems. A
Totem gives off a power signal when its gem is placed and all other
Totems it is linked to have also been activated. A single Totem may
link to an Electric Door and require only one gem to open it, or it
can link to other Totems and they all require gems before the power
signal is sent out.
* The blue bird follows the same base AI as the red bird (it has a
target altitude that it tries to maintain, and it will dive at the
player) but the blue bird flies in a sine wave pattern around its
target altitude. It also has a longer scan radius to search for the
player than the red bird.
* The sine wave pattern of the blue bird means you may fly under its
radar depending how high it is on average.
Cheat codes that replace the player character are refactored to make
it easier to extend, and new cheats have been added:
* super azulian: play as the Red Azulian.
* hyper azulian: play as the White Azulian.
* bluebird: play as the new Bird (blue).
* The level.FileSystem type has updated to support ZIP files too.
* Legacy levels loaded from gz/json have their old FileSystem as a
simple map[filename]data and this parses from JSON OK.
* On save to zip, the legacy loaded file data gets exported to ZIP.
* Going forward: newly added or deleted files during runtime are kept in
the legacy file map until the next save when the filemap is again
flushed out to ZIP.
* For regular read-access, the FileSystem reads from the ZIP file if the
data is not in the hot map (legacy file or recently modified
attachment).
* Bugfix: be sure to Inflate() the Level/Doodad after loading from
zipfile - it used to be that directly after a save, trying to play the
level failed because the Level.Actors struct was missing their IDs,
and similarly recently written chunks would error out (become black
voids) on levels/doodads so we Inflate() both after save/replacing
their zip handle.
Too restricted by the cheat codes to play as certain characters
on-demand? Use the JS shell in the developer console to set any doodad
you want:
$ d.SetPlayerCharacter("key-blue")
$ d.SetPlayerCharacter("anvil")
$ d.SetPlayerCharacter("box.doodad")
The .doodad suffix is optional.
Interesting behaviors when playing as odd doodads:
* Most non-mobile doodads don't collide with each other, so you can pass
through doors and not activate buttons if you play as a key or a
trapdoor. Non-mobile doodads also generally have antigravity so you
can fly freely around the map.
* Non-mobile doodads can not open Warp Doors or interact with the Exit
Flag. You'll have to change back to a creature such as "boy" or
"azu-blue" to win the level.
* If you are a key, the Thief can collect you! This removes your player
doodad from the level and soft locks the game. No worries, another
call to d.SetPlayerCharacter() will put you back on the map!
* If the doodad name isn't found, you'll play as the built-in fallback
doodad, which is just a red "X" shape. It has anti-gravity and does
not generally interact with any doodad (can not push buttons or
collect keys - but it can pass through doors and other obstacles. Can
not win the level goal flag, though!)
Especially to further optimize memory for large levels, Levels and
Doodads can now read and write to a ZIP file format on disk with
chunks in external files within the zip.
Existing doodads and levels can still load as normal, and will be
converted into ZIP files on the next save:
* The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz
file, now becomes the cache of "hot chunks" loaded from ZIP. If there is
a ZIP file, chunks not accessed recently are flushed from the ChunkMap
to save on memory.
* During save, the ChunkMap is flushed to ZIP along with any non-loaded
chunks from a previous zipfile. So legacy levels "just work" when
saving, and levels loaded FROM Zip will manage their ChunkMap hot
memory more carefully.
Memory savings observed on "Azulian Tag - Forest.level":
* Before: 1716 MB was loaded from the old level format into RAM along
with a slow load screen.
* After: only 243 MB memory was used by the game and it loaded with
a VERY FAST load screen.
Updates to the F3 Debug Overlay:
* "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the
viewport (having bitmaps and textures loaded) vs. chunks outside which
have their textures freed (but data kept), and the number of chunks
currently hot cached in the ChunkMap.
The `doodad` tool has new commands to "touch" your existing levels
and doodads, to upgrade them to the new format (or you can simply
open and re-save them in-game):
doodad edit-level --touch ./example.level
doodad edit-doodad --touch ./example.doodad
The output from that and `doodad show` should say "File format: zipfile"
in the headers section.
To do:
* File attachments should also go in as ZIP files, e.g. wallpapers
Instead of the loadscreen eager-loading ALL level chunks to Go Images, only
load the chunks within the "LoadingViewport" - which is the on-screen
Viewport plus a margin of chunks off the screen edges.
During gameplay, every few ticks, reevaluate which chunks are inside or
outside the LoadingViewport; for chunks outside, free their SDL2 textures
and free their cached bitmaps to keep overall memory usage down. The
AzulianTag-Forest level now stays under 200 Textures at any given time
and the loadscreen goes faster as it doesn't have to load every chunk's
images up front.
The LoadUnloadChunk feature can be turned on/off with feature flags. If
disabled the old behavior is restored: loadscreen loads all images and
the LoadUnloadChunks function is not run.
Other changes:
* loadscreen: do not free textures in the Hide() function as this runs on
a different goroutine and may break. The 4 wallpaper textures are OK
to keep in memory anyway, the loadscreen is reused often!
* Free more leaked textures: on the Inventory frame and when an actor
calls Self.Destroy()
* Stop leaking goroutines in the PubSub feature of the doodad script
engine; scripting.Supervisor.Teardown() sends a stop signal to all
scripts to clean up neatly. Canvas.Destroy() tears down its scripting
supervisor automatically.
* New boolProp to help debug memory issues: eager-render, set it to
false and the loadscreen will not eagerload Go images for all the
level chunks.
* Finally fix the level collision bug where the player could climb walls
to the right.
* Added to the F3 Debug Overlay is a "Texture:" label that counts the number
of textures currently loaded by the (SDL2) render engine.
* Added Teardown() functions to Level, Doodad and the Chunker they both use
to free up SDL2 textures for all their cached graphics.
* The Canvas.Destroy() function now cleans up all textures that the Canvas
is responsible for: calling the Teardown() of the Level or Doodad, calling
Destroy() on all level actors, and cleaning up Wallpaper textures.
* The Destroy() method of the game's various Scenes will properly Destroy()
their canvases to clean up when transitioning to another scene. The
MainScene, MenuScene, EditorScene and PlayScene.
* Fix the sprites package to actually cache the ui.Image widgets. The game
has very few sprites so no need to free them just yet.
Some tricky places that were leaking textures have been cleaned up:
* Canvas.InstallActors() destroys the canvases of existing actors before it
reinitializes the list and installs the replacements.
* The DraggableActor when the user is dragging an actor around their level
cleans up the blueprint masked drag/drop actor before nulling it out.
Misc changes:
* The player character cheats during Play Mode will immediately swap out the
player character on the current level.
* Properly call the Close() function instead of Hide() to dismiss popup
windows. The Close() function itself calls Hide() but also triggers
WindowClose event handlers. The Doodad Dropper subscribes to its close
event to free textures for all its doodad canvases.
* Bird is not solid when colliding with other birds.
* If the dev shell is used to run JavaScript during Play Mode, consider
it cheating (so player can't `$ d.Scene.ResetTimer()` for example)
* On Survival Mode levels, DieByFire immediately opens the End Level
(silver score) modal rather than respawn from checkpoint, so levels
don't need checkpoint contraptions to end the level.
* During level loading screens, wait and call doodads' main() function
until the very end.
New features:
* Flood Tool for the editor. It replaces pixels of one color with another,
contiguously. Has limits on how far from the original pixel it will color,
to avoid infinite loops in case the user clicked on wide open void. The
limit when clicking an existing color is 1200px or only a 600px limit if
clicking into the void.
* Cheat code: 'master key' to play locked Story Mode levels.
Level GameRules feature added:
* A new tab in the Level Properties dialog
* Difficulty has been moved to this tab
* Survival Mode: for silver high score, longest time alive is better than
fastest time, for Azulian Tag maps. Gold high score is still based on
fastest time - find the hidden level exit without dying!
Tweaks to the Azulians' jump heights:
* Blue Azulian: 12 -> 14
* Red Azulian: 14 -> 18
* White Azulian: 16 -> 20
Bugs fixed:
* When editing your Palette to rename a color or add a new color, it wasn't
possible to draw with that color until the editor was completely unloaded
and reloaded; this is now fixed.
* Minor bugfix in Difficulty.String() for Peaceful (-1) difficulty to avoid
a negative array index.
* Try and prevent user giving the same name to multiple swatches on their
palette. Replacing the whole palette can let duplication through still.
Added a new level property: Difficulty
* An enum ranging from -1, 0, 1 (Peaceful, Normal, Hard)
* Default difficulty is Normal; pre-existing levels are Normal by
default per the zero value.
Doodad scripts can read the difficulty via the new global variable
`Level.Difficulty` and some doodads have been updated:
* Azulians: on Peaceful they ignore all player characters, and on Hard
they are in "hunt mode": infinite aggro radius and they're aggressive
to all characters.
* Bird: on Peaceful they will not dive and attack any player character.
Other spit and polish:
* New Level/Level Properties UI reworked into a magicform.
* New "PromptPre(question, answer, func)" function for prompting the
user with the developer shell, but pre-filling in an answer for them
to either post or edit.
* magicform has a PromptUser field option for simple Text/Int fields
which present as buttons, so magicform can prompt and update the
variable itself.
* Don't show the _autosave.doodad in the Doodad Dropper window.
* Loadscreen: put the progress bar between the Title and Subtitle so it
looks good even on mobile landscape orientation (narrow height)
* Bugfixes around window OnResize events: the loadscreen handles
resizing correctly now and the Level Editor (or w/e) will also be the
right size if you resized the window during loading.
UI improvements specifically for mobile (running the game with the
`-w mobile` or `-w landscape` options) screen sizes.
* Rework the Settings window to be mobile friendly to landscape
oriented screens (`doodle -w landscape`) and migrate Options tab
to magicform.
* The toolbar in the Editor will be a single column of buttons
on small screens, such as `-w mobile` (375x812) portrait mode
smartphone. On larger screens the toolbar shows in two columns
of buttons.
* Fix tooltips not drawing on top.
* Centralize the hard-coded references to specific font filenames
* Add cheat code: `test load screen` to bring a sample loading screen up
for a few seconds. It needs improvement on `-w landscape`
Two new tools added to the Level Editor:
* Pan Tool: left-click to scroll the level around safely.
* Text Tool: write text onto your level.
Features of the Text Tool:
* Can choose from the game's built-in fonts, size and enter the message
you want to write.
* The mouse cursor previews the text when hovered over the level.
* Click to "stamp" the text onto your level. The currently selected
color swatch will be used to color the text in.
* Adds two new fonts: Azulian.ttf and Rive.ttf that can be selected in
the Text Tool.
Some implementation notes:
* Added package native/engine_sdl.go that handles the lower-level
SDL2_TTF logic to rasterize the text into a black&white image.
* WASM not supported yet (if the game even still built for WASM);
native/engine_wasm.go stubs out the TextToImage() call with a "not
supported" error just in case.
Other changes:
* New Toolbar icons: they are 24x24 instead of 32x32 to make more room
for more tools.
* The toolbar now shows two buttons per row for a more densely packed
layout. For very narrow screen widths (< 600px) the default Vertical
Toolbar layout will use one-button-per-row to not eat too much screen
real estate.
* In the Horizontal Toolbars layout there are 2 buttons per column.
* When playing as the Bird, the dive attack is able to destroy other
mobile doodads such as Azulians and Thieves.
* The Box has been made invulnerable so it can't be destroyed by Anvils
or player-controlled Birds.
* Bugfixes with pop-up modals:
* The quit game confirm modal doesn't appear if another modal is
already active on screen.
* The Escape key can dismiss Alert and Confirm modals.
* Add "Level" menu items to Play Mode to restart the level or retry from
the last checkpoint (in case of softlocks, etc.)
* The title screen now loads the default maps from a LevelPack. The game
no longer ships with the Tutorial levels in the "levels" folder as
default; they are in the LevelPack so the "Edit Drawing" screen begins
as a blank slate for only user levels.
* Add the Zoo level to the Tutorial levelpack
* Bugfixes around changing the player character to work around clipping
issues if the character has changed height drastically.
* Add methods `Invulnerable() bool` and `SetInvulnerable(bool)` to the
Actor API accessible in JavaScript (e.g. `Self.SetInvulnerable(true)`)
* The Anvil is invulnerable - when played as, it can crush other mobs by
jumping on them but is not defeated by those mobs at the same time.
* Anvils don't destroy invulnerable mobs, such as other Anvils.
* Bugfix: the Electric Door is considered to be opened from the first
frame of animation when the door begins opening, and remains opened
until the final frame of animation when it is closing.
* New cheat code: `megaton weight` to play as the Anvil by default.
* Fix the Doodad Dropper and Registration windows not stealing the focus
when they are opened via menu bars.
* Bugfixes in gamepad support: stop at the first controller found,
Draw() to handle controllers going away and hide the mouse cursor
Adds support for Xbox and Nintendo style game controllers. The gamepad
controls are documented on the README and in the game's Settings window.
The buttons are not customizable yet, except that the player can choose
between two button styles:
* X Style (default): "A" button is on the bottom and "B" on the right.
* N Style: swaps the A/B and the X/Y buttons to use a Nintendo-style
layout instead of an Xbox-style.
Link a Doodad to a Checkpoint Flag (like you would a Start Flag) and
crossing the flag will replace the player with that doodad. Multiple
checkpoint flags like this can toggle you between characters.
* Azulians are now friendly to player characters who have the word
"Azulian" in their title.
* Improve Bird as the playable character:
* Dive animation if the player flies diagonally downwards
* Animation loop while hovering in the air instead of pausing
* Checkpoint flags don't spam each other on PubSub so much which could
sometimes lead to deadlocks!
SetPlayerCharacter added to the JavaScript API. The Checkpoint Flag
(not the region) can link to a doodad and replace the player character
with that linked doodad when you activate the checkpoint:
Actors.SetPlayerCharacter(filename string): like "boy.doodad"
Add various panic catchers to make JavaScript safer and log issues
to console.
* Respawning from a checkpoint grants 3 seconds of immunity in case
enemies are spawn camping.
* Add the white Azulian as an even faster and harder enemy than the red
Azulian: twice as fast, jumps higher, and can detect the player from
further away.
New functions are available on the JavaScript API for doodads:
* Actors.At(Point) []*Actor: returns actors intersecting a point
* Actors.FindPlayer() *Actor: returns the nearest player character
* Actors.New(filename string): create a new actor (NOT TESTED YET!)
* Self.Grounded() bool: query the grounded status of current actor
With this the game's built-in doodads have been revised:
* Bird: will now scan 240 pixels diagonally searching for the player
character and will dive if seen. The Bird is dangerous while
diving. It will return to its original altitude once it touches
the ground.
* Azulians: the Azulians are now dangerous to player characters but
not to the Thief. Azulians will begin to follow the player when
they are within the aggro range and will hop if the player is
above them to try and overcome obstacles.
* Blue Azulian: aggro is (250, 100) jump speed 12 movement 2
* Red Azulian: aggro is (250, 200) jump speed 14 movement 4
* magicform is a helper package that may eventually be part of the go/ui
library, for easily creating structured form layouts.
* The Level Publisher UI is the first to utilize magicform.
Refactor how level publishing works:
* Level data now stores SaveDoodads and SaveBuiltins (bools) and when
the level editor saves the file, it will attach custom and/or builtin
doodads just before save.
* Move the menu item from the File menu to Level->Publish
* The Publisher UI just shows the checkboxes to toggle the level
settings and a convenient Save button along with descriptive text.
* Free versions get the "Register" window popping up if they click the
Save Now button from within the publisher window.
Note: free versions can still toggle the booleans on/off but their game
will not attach any new doodads on save.
* Free games which open a level w/ embedded doodads will get a pop-up
warning that the doodads aren't available.
* If they DON'T turn off the SaveDoodads option, they can still edit and
save the level and keep the existing doodads attached.
* If they UNCHECK the option and save, all attached doodads are removed
from the level.
* Switch from otto to goja for JavaScript engine.
* goja supports many ES6 syntax features like arrow functions,
const/let, for-of with more coming soon.
* Same great features as otto, more modern environment for doodads!
* Clean up unused msgpack code for levels and doodads
* Fix the cosmetic bug where actors in your level would display wrongly
when scrolling off the top/left edges of the screen: they used to
anchor at their own 0,0 coordinate and crop their width/height leading
to a 'scrolling' effect that didn't happen on the right/bottom edges.
The Default handler of the developer command shell now calls out to
RiveScript to match the user's message to a friendly reply. If
RiveScript returns NoReplyMatched then give the "command not found"
error.
* If the player runs the PlayAsBird cheat they shouldn't be able to win
a high score on a level, so at level startup it detects whether the
DefaultPlayerCharacterDoodad has changed from default on a level that
doesn't use the Start Flag to set a specific doodad - and immediately
marks the session as cheated
* New doodad: Invisible Warp Door
* All warp doors require the player to be grounded (if affected by
gravity) to open them. No jumping or falling thru and opening
a warp door mid-air!
* Title Screen now randomly selects from a couple of levels.
* Title Screen: if it fails to load a level it sets up a basic
blank level with a wallpaper instead.
* New developer shell command: titlescreen <level>
Opens the MainScene with a custom user level as the background.
* Add Auto-save to the Editor to save your drawing every 5 minutes
* Add a MenuBar to the Play Scene for easier navigation to other
features of the game.
* Doodad JS API: time.Since() now available.
* Adds pkg/savegame to store user progress thru Level Packs.
* The savegame.json is mildly tamper resistant by including a checksum
along with the JSON body.
* The checksum combines the JSON string + an app secret (in savegame.go)
+ user specific entropy (stored in their settings.json). If the user
modifies their save file and the checksum becomes invalid the game
will not load the save file, acting like it didn't exist, resetting
all their high scores.
Updates to the Story Mode window:
* On the LevelPacks list: shows e.g. "[completed 0 of 3 levels]" showing
a user's progress thru the level pack.
* Below the levels on the Detail screen:
* Shows an indicator whether the level is completed or not.
* Shows high scores (fastest times beating the level)
* Shows a padlock icon if levels are locked and the player hasn't
reached them yet. Pops up an Alert modal if a locked level is
clicked on.
Scoring is based around your fastest time elapsed to finish the level.
* Perfect Time (gold coin): player has not died during the level.
* Best Time (silver coin): player has continued from a checkpoint.
In-game an elapsed timer is shown in the top left corner along with the
gold or silver coin indicating if your run has been Perfect.
If the user enters any Cheat Codes during gameplay they are not eligible
to win a high score, but the level will still be marked as completed.
The icon next to the in-game timer disappears when a cheat code has been
entered.
* SDL2 builds of the game now set their app window icon.
* Create/Edit Level window is updated to show a tabbed UI to create a
new Level or a new Doodad. The dedicated main menu button to create a
new doodad (which immediately prompted for its size) is replaced by
this new tab's UI.
* Edit Drawing/Play Level window is more responsive to smaller screen
sizes by drawing fewer columns of filenames.
* Bugfix: the Alert and Confirm modals always re-center themselves on
screen, especially to adapt between Portrait or Landscape mode on a
mobile device.
* The "Story Mode" button on the MainScene opens the levelpacks window.
* Levelpacks from all places are shown (built-in and user files), basic
level picker works.
* When playing a level out of a levelpack: the PlayScene gets the file
data from the zipfile and plays it OK.
* When a levelpack level is solved, the "Next Level" button appears on
the success modal and hitting Return will advance to the next level in
the pack. The final level doesn't show this button.
* The user can edit levelpack levels! Clicking the "Edit" button on the
Play Mode moves the loaded level over to the EditScene and the user
could save it to disk or edit/playtest it perfectly OK! The link to
the levelpack is lost upon opening in the editor, so the "Next Level"
victory button doesn't appear.
The title screen is now responsive to landscape mode. If the window is
not tall enough to show all the menu buttons (~600px) it will switch to
a horizontal layout with the title on the left and buttons on the right.
WIP "Story Mode" button that brings up a Level Packs selection window.
Adds `doodad levelpack create` and `doodad levelpack show` commands to
the CLI tool to create levelpacks.
A levelpack is a ZIP file containing a descriptive index.json and
directories for levels and doodads.
* The Red Bird now records its original altitude on the level and will
try and return there should it accidentally climb up or down a wall.
Sometimes goes into a wavy pattern surrounding its original altitude.
* Editor UI: in the default (vertical) toolbar, the Palette now has a
two column view to show more color choices on screen at once.
* User setting added: hide the touch control hints.
* The level scroll logic was getting a null pointer crash if you open a
doodad rather than a level file.
* Add a crosshair option to the level editor, configurable in the Game
Settings window.
- Fix a memory sharing bug in the Giant Screenshot feature.
- Main Menu to eagerload chunks in the background to make scrolling less
jittery. No time for a loadscreen!
- Extra script debugging: names/IDs of doodads are shown when they send
messages to one another.
- Level Properties: you can edit the Bounded max width/height values for
the level.
Doodad changes:
- Buttons: fix a timing bug and keep better track of who is stepping on it,
only popping up when all colliders have left. The effect: they pop up
immediately (not after 200ms) and are more reliable.
- Keys: zero-qty keys will no longer put themselves into the inventory of
characters who already have one except for the player character. So
the Thief will not steal them if she already has the key.
Added to the JavaScript API:
* time.Hour, time.Minute, time.Second, time.Millisecond, time.Microsecond
* Recolor some of the region doodads
* Add command: `doodad edit-level --remove-actor` to remove actors from
your level.
* Tweak the player jump velocity from playtesting levels.
* Tweak max gravity speed to match player max velocity.
* Boy's script watches for his velocity to flip suddenly and stops
animations, limiting the moonwalking a bit.
* JS API: Self.GetVelocity() added.
* The "Giant Screenshot" feature takes a very long time, so it is made
asynchronous. If you try and run a second one while the first is busy,
you get an error flash. You can continue editing the level, even
playtest it, or load a different level, and it will continue crunching
on the Giant Screenshot and flash when it's finished.
* Updated the player physics to use proper Velocity to jump off the
ground rather than the hacky timer-based fixed speed approach.
* FlashError() function to flash "error level" messages to the screen.
They appear in orange text instead of the usual blue, and most error
messages in the game use this now. The dev console "error <msg>"
command can simulate an error message.
* Flashed message fonts are updated. The blue font now uses softer
stroke and shadow colors and the same algorithm applies to the orange
error flashes.
Some other changes to player physics:
* Max velocity, acceleration speed, and gravity have been tweaked.
* Fast turn-around if you are moving right and then need to go left.
Your velocity resets to zero at the transition so you quickly get
going the way you want to go.
Some levels that need a bit of love for the new platforming physics:
* Tutorial 3.level
* New keybind: 'v' to open a new Viewport in the Level Editor.
* New keybind: Backspace to close the topmost UI window,
and Shift+Backspace to close them all.
* Zoom has graduated out of experimental feature status. Still a bit
buggy but workable.
* Viewport windows now copy the Tool and BrushSize of the toplevel
editor, so drawing in and out of viewports works well.
* Viewport window UI improved: buttons to grow or shrink the window
size, refresh the actors, etc.
Add multi-touch gesture support so that the player can scroll the level
in the editor (and title screen) by treating a two finger swipe to be
equivalent to a middle click drag.
Fun quirks found with SDL2's MultiGestureEvent:
* They don't begin sending us the event until motion is detected after
two fingers have touched the screen; not the moment the second finger
touches it.
* It spams us with events when it detects any tiny change and a lot of
cool details like rotate/pinch deltas, but it never tells us when the
multitouch STOPS! The game has to block left clicks while multitouch
happens so the user doesn't draw all over their level, so it needs to
know when touch has ended.
* The workaround is to track the mouse cursor position at the first
touch and each delta thereafter; if the deltas stop changing tick to
tick, unset the "is touching" variable.
In the level editor, the "Play (P)" button has a new feature: Play
From Here. On mouse down you begin dragging a silhouette of Boy or
whoever the default player character is, as if you were dragging a
doodad onto your level.
Drop the silhouette on your level and enter Play Mode from that
location instead of the Start Flag.
Release your cursor over the Play button or press the "P" key to
spawn at the Start Flag as usual.
In the editor, clicking and dragging with the middle mouse button
will scroll the view of the editor in place of the arrow keys.
When entering Play Mode, the original scroll position in the level
editor is remembered for when you come back - no more having to
scroll from 0,0 each time to get back to where you were working!
The game can now be played using only a touch screen! The left
mouse click (Button1) can now move and control the player
character.
* A box in the very middle of the screen is the "Use" button and
a deadzone for directional inputs.
* Anywhere outside the middle and to the left registers a Left
button, to the right a Right button, above the top of the middle
is a Jump button, and below the bottom of the middle is a down
input (for antigravity mode).
* Tight platforming is possible: above and below the middle box,
the left/right split is tight in the middle of the window. You
can get tight jumps if jumping or go below if you don't want to
jump. The left/right deadzone is only over the space of the Use
button.
If the player is idle for a while with no controller inputs, some
hints will fade in about the touch controls.
Note: the ScrollboxOffset to track the player character is changed
to 60,60 from 60,100 so the camera will track tighter to the player
and so the player will mostly be over the Use button on touch
controls as long as he's away from a level boundary.
In the Level Editor, the "Level->New viewport" menu opens a window with
its own view into your level. You can open as many viewports as you
want.
* Mouse over a viewport and the arrow keys scroll that canvas instead of
the main editor canvas!
* You can draw inside the viewports! A selectbox to choose the tool to
draw with. No palette or thickness support yet!
* The actors are installed as-is when the viewport is created and it
doesn't show any changes to actors after. Make a new viewport for a
refreshed view.
* Strokes committed inside the viewport show up in the main editor (and
in other viewports), and vice versa. The viewports accurately track
changes to the level's colors, just not the actors.
* Fun feature to load a DIFFERENT level inside of the viewport! Editing
that level doesn't save changes or anything.
In the Level Editor, the "Level->Giant Screenshot" menu will take a full
scale PNG screenshot of the entire level, with its wallpaper and
doodads, and save it in ~/.config/doodle/screenshots.
It is currently CPU intensive and slow. With future work it should be
made asynchronous. The function is abstracted away nicely so that the
doodad CLI tool may support this as well.
The Checkpoint Region acts as an invisible checkpoint flag, remembering
the player's location should they need to respawn there.
New cheat: `show all actors` during Play Mode will make every hidden
actor visible. Useful to see your technical doodads during gameplay!
Developer shell: `Execute(command string)` is available to the
JavaScript interpreter. It simulates another command being run on the
developer console.
New category for the Doodad Dropper: "Technical"
Technical doodads have a dashed outline and label for now, and they
turn invisible on level start, and are for hidden technical effects on
your level.
The doodads include:
* Goal Region: acts like an invisible Exit Flag (128x128), the level is
won when the player character touches this region.
* Fire Region: acts like a death barrier (128x128), kills the player
when a generic "You have died!" message.
* Power Source: on level start, acts like a switch and emits a
power(true) signal to all linked doodads. Link it to your Electric
Door for it to be open by default in your level!
* Stall Player (250ms): The player is paused for a moment the first time
it touches this region. Useful to work around timing issues, e.g.
help prevent the player from winning a race against another character.
There are some UI improvements to the Doodad Dropper window:
* If the first page of doodads is short, extra spacers are added so the
alignment and size shows correctly.
* Added a 'background pattern' to the window: any unoccupied icon space
has an inset rectangle slot.
* "Last pages" which are short still render weirdly without reserving
the correct height in the TabFrame.
Doodad scripting engine updates:
* Self.Hide() and Self.Show() available.
* Subscribe to "broadcast:ready" to know when the level is ready, so you
can safely Publish messages without deadlocks!
For levels having a top/left scroll boundary, the top/left point takes
higher priority for resolving out-of-bounds scroll ranges instead of the
bottom/right.
This fixes a bug where you Zoom Out of a level far enough that the
entire boundaries of a Bounded level are smaller than the viewport into
the level. It could happen if playing normal levels in Play Mode on a
very high-resolution monitor. Previously, the level would anchor to the
bottom/right corner of your screen.
With the Zoom In/Out Feature this broke the ability to scroll well on
the level; so the easy fix is to put the X>0, Y>0 bounds check after the
above, so the level will hug the top/left corner of the screen which
fixes both problems.
* If you open a wide unbounded level like Castle.level and zoom out and
scroll left (into negative world coordinates), the level chunks
display correctly now.
* Doodad outline while dragging is now sized properly for the zoom level
* Make doodad hitboxes for Actor/Link Tool more accurate while zoomed
* Fix chunks low on the level not loading while zoomed in
* Fix Link lines drawn between doodads while zoomed - they point to the
correct position and their DrawLine calls have been optimized so they
don't lag out the level when lots of them are drawn at once.
* When the Actor Tool or Link Tool is active, mouse-over hitboxes on the
level's actors now works correctly while zoomed and scrolling in the
level.
* Regression: Level chunks don't appear outside a certain range from
origin while zoomed in.
* Regression: Actors don't draw their sprite while zoomed in, but do
when zoomed out.
Improvements to the Zoom feature:
* Actor position and size within your level scales up and down
appropriately. The canvas size of the actor is scaled and its canvas
is told the Zoom number of the parent so it will render its own
graphic scaled correctly too.
Other features:
* "Experimental" tab added to the Settings window as a UI version of the
--experimental CLI option. The option saves persistently to disk.
* The "Replace Palette" experimental feature now works better. Debating
whether it's a useful feature to even have.
Progress on the Zoom feature: when you zoom in and out, you can draw
shapes accurately onto the level. Seems a little buggy if you edit
while scrolling (as in drawing a very long line).
The title screen buttons are now more colorful.
A new property is added to the Doodad struct: Hitbox (Rect).
The uix.Actor for Play Mode will defer to the Doodad.Hitbox until the
JavaScript has manually set its own via Self.SetHitbox(). So in effect,
scripts no longer need to worry about their hitbox! The one assigned to
the Doodad will be the default.
Scripts can check if their hitbox is zero before setting a default:
if (Self.Hitbox().IsZero()) {
var size = Self.Size() // get doodad canvas size
Self.SetHitbox(0, 0, size, size) // the full square
}
The built-in generic doodad scripts have made this change, so that your
simple doodad can have a custom hitbox defined easily using in-game
tools.
Other changes:
* New script: Generic Collectible Item. Selecting it will add a
"quantity" tag to your doodad, to easily configure the script.
* JavaScript API: "Self.Hitbox()" returns your doodad's current hitbox.
You can check "Self.Hitbox.IsZero()" to check if it's empty.
In the Doodad Properties window, instead of browsing to select a .js
file to install your script, a SelectBox of built-in generic scripts are
available. These scripts implement simple behaviors and adapt to the
full canvas size of the doodad.
Built-in scripts so far include:
* generic-anvil.js: behaves just like the Anvil.
* generic-fire.js: the entire canvas hitbox acts like fire pixels,
"burning" mobile doodads and failing the level for the player.
* generic-solid.js: the entire canvas hitbox acts solid
The Doodad Properties window brings many features that used to be
available only in the `doodad` CLI tool into the Doodad Editor.
* In the Doodad Editor there is a new menubar item: "Doodad" which
corresponds to the "Level" menu when you're editing a level.
* The "Doodad" menu has two items:
- "Doodad Properties" (NEW)
- "Layers" (moved here from the Tools menu)
* The Doodad Properties window lets you edit the Title and Author values
of the doodad, as well as modify its Tags and manage its Script.
* Its script can be attached (browse for .js file on disk), its existing
script saved back to disk (dev shell prompt) or deleted altogether
from the doodad.
* You can create, modify, and delete Tags on the doodad.
Other changes:
* In the Level Editor, the "Level->Page Settings" menu is renamed to
"Level->Level Properties" to match with "Doodad->Doodad Properties"
and the pop-up window is retitled accordingly.
* The Exit Flag only exits if the Player touches it - not just any
mobile doodad!
* New Doodad: Checkpoint Flag. They update the player's spawn point
whenever the player passes one. The most recently activated
checkpoint is rendered brighter than the others.
* End Level Modal: the fake alert box window drawn by the Play Mode
is replaced with a fancy modal widget (similar to Alert and Confirm).
It handles level victory or failure conditions and can show or hide
all the buttons as needed.
* Gameplay: There is a "Retry from Checkpoint" option added, which
appears in the level failure modal. It will teleport you back to
the Start Flag or the last Checkpoint Flag you had touched, without
resetting the level -- your keys, unlocked doors, etc. will be
preserved so you can retry.
* Set a maximum speed on the "Camera Follows Actor" logic of 64
pixels per tick. This results in a smoother scrolling transition
when the player jumps to a new location on the map, such as by
a Warp Door.
* Update the default color palettes:
* All: Add a "hint" magenta color.
* Colored Pencil: Add a "darkstone" solid color.
Updates to the Doodads JavaScript API:
* SetCheckpoint(Point(x, y)): set the player character's spawn
position. Giving it Self.Position() is an easy way to set the
player spawn to your doodad's location.
* Added the Death Barrier to Play Mode to catch players from falling off
the map and then falling indefinitely, especially on Unbounded maps.
* The Death Barrier is set 1,000 pixels below the lowest point on your
map. If the player falls here they get a death message: "Watch out for
falling off the map!"
* Added cheat codes to change the default Player Character doodad, as a
way to force play as a different character (for levels which don't
specify a custom character):
* Play as Bird: fly like a bird
* Play as Blue Azulian: the cell
* Play as Thief: play as thief
* Reset to default (Boy): pinocchio
New feature: link a Start Flag to another doodad in your level
and you will play as that doodad instead of Boy. All Creatures
are designed to be playable. Playing as "other" doodads leads
to interesting effects, like not being able to activate buttons,
switches, or warp doors and not having an inventory to pick up
keys. The Anvil is fun: it can destroy other mobile doodads by
jumping on them.
If the actor does not specify that it has gravity, the gameplay
starts in antigravity mode. This will be the vast majority of
non-mobile doodads and the Bird.
Other changes:
* The Blue and Red Azulians now share a doodad script.
* The Azulians AI is still to walk back and forth, pickup keys and
press buttons. The Blue Azulian walks slower than the red one.
* The Blue Azulian is no longer hidden from the doodads list.
* Actor UUID values in levels are now V1 UUIDs (time-ordered).
This will help to reliably resolve conflicts in draw order
of overlapping doodads (newest added to level wins).
* Link Tool: clicking on a pair of already-linked doodads will
now unlink them, so you don't have to delete one to delete
the link.
* Actor Tool: deleting an actor immediately calls PruneLinks()
to clean up any links that the deleted doodad might have.
This commit adds the Thief character with starter graphics
(no animations).
The Thief walks back and forth and will steal items from other
doodads, including the player. For singleton items that have no
quantity, like the Colored Keys, the Thief will only steal one
if he does not already have it. Quantitied items like the
Small Key are always stolen.
Flexibility in the playable character is introduced: Boy,
Azulian, Bird, and Thief all respond to playable controls.
There is not currently a method to enable these apart from
modifying balance.PlayerCharacterDoodad at compile time.
New and Changed Doodads
* Thief: new doodad that walks back and forth and will steal
items from other characters inventory.
* Bird: has no inventory and cannot pick up items, unless player
controlled. Its hitbox has also been fixed so it collides with
floors correctly - not something normally seen in the Bird.
* Boy: opts in to have inventory.
* Keys (all): only gives themselves to actors having inventories.
JavaScript API - New functions available
* Self.IsPlayer() - returns if the current actor IS the player.
* Self.SetInventory(bool) - doodads must opt-in to having an
inventory. Keys should only give themselves to doodads having
an inventory.
* Self.HasInventory() bool
* Self.AddItem(filename, qty)
* Self.RemoveItem(filename, qty)
* Self.HasItem(filename)
* Self.Inventory() - returns map[string]int
* Self.ClearInventory()
* Self.OnLeave(func(e)) now receives a CollideEvent as parameter
instead of the useless actor ID. Notably, e.Actor is the
leaving actor and e.Settled is always true.
Other Changes
* Play Mode: if playing as a character which doesn't obey gravity,
such as the bird, antigravity controls are enabled by default.
If you `import antigravity` you can turn gravity back on.
* Doodad collision scripts are no longer run in parallel
goroutines. It made the Thief's job difficult trying to steal
items in many threads simultaneously!
* The Anvil doodad is affected by gravity and becomes dangerous when
falling. If it lands on the player character, you die! If it lands on
any other mobile doodad, it destroys it! It can land on solid doodads
such as the Electric Trapdoor and the Crumbly Floor. It will activate
a Crumbly Floor if it lands on one, and can activate buttons and
switches that it passes.
* JavaScript API: FailLevel(message) can be called from a doodad to kill
the player character. The Anvil does this if it collides with the
player while it's been falling.
* New doodad: Electric Trapdoor. It is a horizontal version of the
Electric Door. Opens while powered by a button or a switch and closes
when it loses power.
* The Box doodad will reset to its original location if it receives a
power signal from a linked Button or Switch. So for box pushing
puzzles you can add a reset button in case the boxes get stuck.
* Refactored the Doodad build scripts into many Makefiles for easier
iteration (don't need to compile ALL doodads to test one).
Updates to the JavaScript API for doodads:
* Self.MoveTo(Point) is now available to set the actor's position in
world coordinates.
* Install the new ui.TabFrame widget into the Settings and Doodad
Dropper windows to give them properly tabbed interfaces.
* Doodad Dropper's new tabs divide the list of doodads into categories
to make them easier to find.
* The officially defined categories so far are:
- Objects (Start/End Flags and Box)
- Doors (All locked doors and keys, Warp Doors, and Electric Door)
- Gizmos (All buttons, switches, state blocks/doors, Electric Door)
- Creatures (Blue/Red Azulian, Bird, Boy)
* The "All" tab of the Doodad Dropper will show every doodad regardless
of its category or whether it fit one of the official categories.
* How doodads are assigned categories is by a special "category" tag in
their metadata, e.g. "category=doors,gizmos" - multiple supported.
* The loading screen for Edit and Play modes is stable and the risk of
game crash is removed. The root cause was the setupAsync() functions
running on a background goroutine, and running SDL2 draw functions
while NOT on the main thread, which causes problems.
* The fix is all SDL2 Texture draws become lazy loaded: when the main
thread is presenting, any Wallpaper or ui.Image that has no texture
yet gets one created at that time from the cached image.Image.
* All internal game logic then uses image.Image types, to cache bitmaps
of Level Chunks, Wallpaper images, Sprite icons, etc. and the game is
free to prepare these asynchronously; only the main thread ever
Presents and the SDL2 textures initialize on first appearance.
* Several functions had arguments cleaned up: Canvas.LoadLevel() does
not need the render.Engine as (e.g. wallpaper) textures don't render
at that stage.
* pkg/loadscreen implements a global Loading Screen for loading heavy
levels for playing or editing.
* All chunks in a level are pre-rendered to bitmap before gameplay
begins, which reduces stutter as chunks were being lazily rendered on
first appearance before.
* The loading screen can be played with in the developer console:
$ loadscreen.Show()
$ loadscreen.Hide()
Along with ShowWithProgress(), SetProgress(float64) and IsActive()
* Chunker: separate the concerns between Bitmaps an (SDL2) Textures.
* Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image)
and caches it, only re-rendering if marked as dirty.
* Chunker.Texture() will use the pre-cached bitmap if available to
immediately produce the SDL2 texture.
Other miscellaneous changes:
* Added to the Colored Pencil palette: Sandstone
* Added "perlin noise" brush pattern
Note: this commit introduces instability and crashes:
* New `asyncSetup()` functions run on a goroutine, but SDL2 texture
calls must run on the main thread.
* Chunker avoids this by caching bitmaps, not textures.
* Wallpaper though is unstable, sometimes works, sometimes has graphical
glitches, sometimes crashes the game.
* Wallpaper.Load() and the *Texture() functions are where it crashes.
* Levels and Doodad files will be written in gzip-compressed JSON format
* `boolProp compress-drawings false` to disable compression and save as
classic JSON format directly
* The game can still read uncompressed JSON files
The file size savings on some built-in assets:
* Tutorial 2.level: 2.2M -> 414K (82% smaller)
* warp-door-orange.doodad: 105K -> 17K (84% smaller)
* Migrate off go-bindata to embed built-in fonts, levels and doodads in
favor of Go 1.16 native embed functionality.
* `make bindata` prints a deprecation warning to not break older build
scripts
* Removes all references of bindata from the program
* Holding Shift while pressing arrow keys in the editor will scroll by
just 1 pixel per tick to aid in precise debugging with the Zoom In/Out
feature.
* The keybinds used in canvas_editable.go to catch the arrow keys are
updated to use our nice keybind package. As a consequence, the WASD
keys will also scroll the level.
* The "d for Doodads" keybind is renamed "q" so as not to open the
Doodads window whenever scrolling right using the WASD keys.
WorldIndexAt() translates the pixel below the mouse cursor in screen
space (0,0 at top-left corner of the application window) into a world
coordinate in the level shown inside the canvas, taking into account the
canvas's position on the window and the scroll position.
It now translates correctly when zoom In or Out, so the "Abs:" mouse
position level in the status bar shows correctly.
Zoom features that are still jank:
- Scrolling while zoomed in, the chunks to the top/left start unloading
too rapidly and outpacing the scroll, eventually level is invisible
- Drawing and committing pixels to the image while zoomed in/out is
unpredictable where the pixels actually land.
- Actors in the level don't move or zoom at all.
* Got the level chunks AND the wallpaper to both scale UP and DOWN
consistently together.
* Trying to draw new pixels while zoomed in/out ends up offsetting the
pixels by 2X still. Still seems an issue between screen coordinates
and world coordinates. Zoom in 2X and try and draw a line 64px from
the corners of the screen? The committed line appropriately lands at
the 64px coord on the level data but, zoomed in, it appears 2X to the
right on the screen from where I dropped the cursor!
* When zooming OUT, the limit on number of chunks the viewport will try
and render is not increased, leaving dead space in the screen; more
chunks should render when there's room.
* The Windows build of v0.6.0 couldn't load embedded wallpapers such as
legal.png when asked, but could load the hard-coded default.png
* Root cause was the filesystem.FindFile() checking for path separators
in the filepath, and on Win32 this is \ but the internal wallpaper
paths use /
* Instead of a simple "cur. ver != latest ver" check, parse the Major,
Minor and Patch components and do a detailed check.
* So a x.x.1 release could be made for a specific platform that had a
bad build, and it won't mind when it sees the latest version is the
older x.x.0 build that other platforms had working fine.