Commit Graph

6 Commits (master)

Author SHA1 Message Date
Noah 85523d8311 Coyote time 2024-02-06 20:56:07 -08:00
Noah cf1bc81f25 Update savegame format, Allow out-of-bounds camera
Updates the savegame.json file format:

* Levels now have a UUID value assigned at first save.
* The savegame.json will now track level completion/score based on UUID,
making it robust to filename changes in either levels or levelpacks.
* The savegame file is auto-migrated on startup - for any levels not
found or have no UUID, no change is made, it's backwards compatible.
* Level Properties window adds an "Advanced" tab to show/re-roll UUID.

New JavaScript API for doodad scripts:

* `Actors.CameraFollowPlayer()` tells the camera to return focus to the
  player character. Useful for "cutscene" doodads that freeze the player,
  call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the
  camera back to the player. (Or it will follow them at their next directional
  input control).
* `Self.MoveBy(Point(x, y int))` to move the current actor a bit.

New option for the `doodad` command-line tool:

* `doodad resave <.level or .doodad>` will load and re-save a drawing, to
  migrate it to the newest file format versions.

Small tweaks:

* On bounded levels, allow the camera to still follow the player if the player
  finds themselves WELL far out of bounds (40 pixels margin). So on bounded
  levels you can create "interior rooms" out-of-bounds to Warp Door into.
* New wallpaper: "Atmosphere" has a black starscape pattern that fades into a
  solid blue atmosphere.
* Camera strictly follows the player the first 20 ticks, not 60 of level start
* If player is frozen, directional inputs do not take the camera focus back.
2023-03-07 21:55:10 -08:00
Noah 8b5dab6d6f Slippery Pixels + Update Changelog for 0.13.1 2022-10-10 10:52:28 -07:00
Noah 7d15651ff6 "Look At Me" for Doodad Scripts
* New script API method: Self.CameraFollowMe() to draw camera focus toward
  your doodad (it sets the Canvas.FollowActor target.)
* The camera will go back to following the player on any action inputs
  (arrow keys, jump, use, etc.); if the player is constantly on the move
  the camera stays on him even if another actor is trying to take the focus.
* The first few ticks of Play Mode the player character is always followed,
  to allow for Anvils to settle into place without taking the focus.
* Canvas FollowActor: if the actor is 4 times the max scroll speed away,
  allow scrolling in greater leaps of 4 times the max scroll speed.

New and Changed Doodads

* Anvils will take the camera focus while they are falling.
* New doodad: "Look At Me" - a 'camera region' technical doodad. Link it to
  any power source such as a Button - when this doodad receives power it will
  take the camera focus for a few frames. Use it to highlight a door that
  opened far off screen by linking the Button to both an Electric Door and
  a "Look At Me" near the door.
2022-09-24 23:54:51 -07:00
Noah ec0b5ba6ca Rename Go module 2022-09-24 15:17:25 -07:00
Noah 94d0da78e7 Swimming Physics and Bubble Pattern
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.
2022-05-05 21:35:32 -07:00