Commit Graph

365 Commits

Author SHA1 Message Date
1a8a5eb94b Polish and bugfixes
- 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
2021-10-09 20:45:38 -07:00
feea703d0c Update changelog for upcoming 0.9.0 2021-10-07 21:26:39 -07:00
e80a3f0446 Various minor tweaks and changes
* 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.
2021-10-07 20:50:24 -07:00
d6acee5a66 Adjust Gravity and Prevent Moonwalking
* 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.
2021-10-07 18:49:09 -07:00
fb5a8a1ae8 Async Giant Screenshot, Player Physics and UI Polish
* 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
2021-10-07 18:27:38 -07:00
0b0af70a62 Viewport Windows, Quality of Life, Spit and Polish
* 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.
2021-10-06 22:22:34 -07:00
a24c94a161 Multitouch Level Panning
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.
2021-10-06 20:02:09 -07:00
cc16a472af "Playtest From Here" Feature
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.
2021-10-04 22:02:00 -07:00
c2c91e45a9 Middle-click to Pan + Remember Scroll Position
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!
2021-10-04 20:49:11 -07:00
489a43ea8c Touch Screen Controls for Play Mode!
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.
2021-10-04 19:51:31 -07:00
1f83300cec Picture-in-Picture Window (WIP)
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.
2021-10-03 21:18:39 -07:00
4469847c72 Giant Screenshot Feature
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.
2021-10-03 17:21:17 -07:00
55efdd6eb5 Technical Doodad: Checkpoint Region
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.
2021-10-02 21:36:03 -07:00
97e179716c Add Technical Doodads + UI Fixes
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!
2021-10-02 20:52:16 -07:00
df3a1679b6 Makefile: mingw 32-bit 2021-09-12 17:15:54 -07:00
528e7b4807 Prepare release v0.8.1 2021-09-12 16:55:36 -07:00
0a1d86e1f5 Bugfix: Scroll constraint favors top/left edge
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.
2021-09-12 15:59:40 -07:00
21520e71e9 Zoom: Fix scrolling into negative coordinates
* 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.
2021-09-12 15:47:16 -07:00
fd730483b0 Zoom Improvements
* 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.
2021-09-12 15:27:37 -07:00
6f5bd910c8 Zoom Progress: Actor/Link Tool Hitboxes
* 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.
2021-09-12 14:42:39 -07:00
731d142dd6 WIP Zoom hell 2021-09-11 22:30:45 -07:00
0a8bce708e Actor Zoom + Experimental Settings GUI
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.
2021-09-11 21:18:22 -07:00
ecdfc46358 Zoom And Edit
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.
2021-09-11 17:02:01 -07:00
13ae66e1fa Bash for Makefiles 2021-09-06 14:06:55 -07:00
4d3e336ca1 Update release date for v0.8.0 2021-09-04 12:44:10 -07:00
449a30dc2c Small typo fix 2021-09-03 21:45:48 -07:00
f446ed9130 Prepare v0.8.0 for release 2021-09-03 21:35:12 -07:00
7866f618da First-class Doodad Hitboxes + Generic Item Script
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.
2021-09-03 20:39:44 -07:00
c499a15c71 Animations for Thief + No More Moonwalking
* Adds walking animations for the Thief.
* Mobile doodads no longer moonwalk: their A.I. used to wait for the
  animation to finish before setting the appropriate animation, so when
  it changed directions it would "moonwalk" for a time. Their A.I. is
  now updated to cancel the animation if they change directions so to
  immediately play the correct animation.
2021-09-03 19:54:10 -07:00
7ea86b4ffc Generic Doodad Script Selection
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
2021-09-02 22:33:28 -07:00
0fa1bf8a76 Editor: Doodad Properties Window
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!
2021-09-02 21:26:55 -07:00
0cc1d17f4f Sort levels and doodads in the Open menu 2021-08-15 20:27:05 -07:00
1ac85c9297 Checkpoint Flag & Retry from Checkpoint
* 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.
2021-08-15 20:17:53 -07:00
43f8e3d9b2 Thief: Ability to Steal as Player Character
* The Thief's ability is now available to the player character in levels
  where you'll play as the Thief.
* The Thief is able to steal items from all characters it contacts,
  including Azulians and other Thieves.
* A.I. Thieves will not steal items from each other, to prevent loops.
  Only a Thief controlled by the player will steal items from a Thief.
2021-08-15 17:33:05 -07:00
0bf5045a53 Death Barrier and Player Character Cheat Codes
* 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
2021-08-15 17:01:18 -07:00
405aaf509d Link Start Flags to Change Characters
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.
2021-08-11 20:40:31 -07:00
d7a96d1770 Thief and Inventory APIs
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!
2021-08-09 22:42:22 -07:00
0518df226c New Doodad: Anvil
* 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.
2021-08-08 21:57:41 -07:00
810ba193d9 Doodads: Electric Trapdoor and Resettable Box
* 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.
2021-08-08 20:10:42 -07:00
49876c4fdf New TabFrame Widget for Doodads and Settings
* 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.
2021-07-25 21:46:55 -07:00
fbeeb207a8 Embed: Normalize path separator for Windows
* Windows was asking for files like "assets\doodads\" and the embedded
  files used Unix-like paths so no assets could be loaded!
2021-07-19 22:15:40 -07:00
3949934bc1 Prepare v0.7.2 for release 2021-07-19 21:20:22 -07:00
215ed5c847 Stabilize Load Screen by Deferring SDL2 Calls
* 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.
2021-07-19 17:14:00 -07:00
2d1b926e4f New Doodad: Box
The Box can be pushed around by the player or other mobile doodads.

It is affected by gravity and can be pushed off ledges.

If the player gets under a box they can bump it up with their head.
2021-07-18 21:22:53 -07:00
d4e6d9babb Loading Screen
* 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.
2021-07-18 21:19:52 -07:00
2885b2c3d0 Remove bindata references from bootstrap.py 2021-07-13 20:16:16 -07:00
8603c43c58 Gzip Compression for Levels and Doodads
* 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)
2021-07-13 20:06:57 -07:00
3486050702 Go 1.16 embed instead of go-bindata
* 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
2021-07-13 18:04:25 -07:00
26b1ac88dd Shift to scroll slowly + Doodads on Q
* 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.
2021-07-13 18:04:25 -07:00
37f6177a17 Zoom In/Out Feature: WorldIndexAt Fixed
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.
2021-07-13 18:04:25 -07:00