* The Publisher is all hooked up. No native Save File dialogs yet, so
uses the dev shell Prompt() to ask for output filename.
* Custom-only or builtin doodads too can be stored in the level's file
data, at "assets/doodads/*.doodad"
* When loading the embedded level in the Editor: it gets its custom
doodads out of its file, and you can drag and drop them elsehwere,
link them, Play Mode can use them, etc. but they won't appear in the
Doodad Dropper if they are not installed in your local doodads
directory.
* Fleshed out serialization API for the Doodad files:
- LoadFromEmbeddable() looks to load a doodad from embeddable file
data in addition to the usual places.
- Serialize() returns the doodad in bytes, for easy access to embed
into level data.
- Deserialize() to parse and return from bytes.
* When loading a level that references doodads not found in its embedded
data or the filesystem: an Alert modal appears listing the missing
doodads. The rest of the level loads fine, but the actors referenced
by these doodads don't load.
* File->Publish Level in the Level Editor opens the Publish window,
where you can embed custom doodads into your level and export a
portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
as well, locking it in to those versions and not using updated
versions from future game releases.
UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
default button and close the modal, corresponding to its Primary
button.
* The developer console is now opened with the tilde/grave key ` instead
of the Enter key, so that the Enter key is free to click through
modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
the level and doodad sections, spawning a native File Open dialog to
pick a .level or .doodad outside the config root.
* Actors can now walk up gentle inclines to the left as well as they can
to the right. The bug was introduced as a hack to prevent clipping
thru the left wall of a 90 degree corner, but that problem seems
resolved now.
* Player character now experiences acceleration and friction when
walking around the map!
* Actor position and movement had to be converted from int's
(render.Point) to float64's to support fine-grained acceleration
steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
for render.Point. Vector is used for uix.Actor.Position() for the sake
of movement math. Vector is flattened back to a render.Point for
collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
can have a Position that's a Vector instead of a Point). This broke
some code that expected `.Doodad` to directly reference the
Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
collision, where it uses its own slimmer Actor interface for just the
relevant methods it needs.
* The `doodad edit-doodad` command now allows setting custom key/value
tags in doodad files, for extra data storage useful to their scripts.
* Colored keys and doors now store a `color` tag with the appropriate
color so that their scripts don't have to parse their Title to find
that information.
* Trapdoors now store a `direction` tag to hold the direction the door
is facing.
Add new doodads:
* Start Flag: place this in a level to set the spawn point of the player
character. If no flag is found, the player spawns at 0,0 in the top
corner of the map. Only use one Start Flag per level, otherwise the
player will randomly spawn at one of them.
* Crumbly Floor: a solid floor that begins to shake and then fall apart
after a moment when a mobile character steps on it. The floor respawns
after 5 seconds.
* State Blocks: blue and orange blocks that toggle between solid and
pass-thru whenever a State Button is activated.
* State Button: a solid "ON/OFF" block that toggles State Blocks back
and forth when touched. Only activates if touched on the side or bottom;
acts as a solid floor when walked on from the top.
New features for doodad scripts:
* Actor scripts: call SetMobile(true) to mark an actor as a mobile mob
(i.e. player character or enemy). Other doodads can check if the actor
colliding with them IsMobile so they don't activate if placed too close
to other (non-mobile) doodads in a level. The Blue and Red Azulians
are the only mobile characters so far.
* Message.Broadcast allows sending a pub/sub message out to ALL doodads
in the level, instead of only to linked doodads as Message.Publish does.
This is used for the State Blocks to globally communicate on/off status
without needing to link them all together manually.
* The `doodad` CLI tool got a lot of new commands:
* `doodad show` to verbosely print details about Levels and Doodads.
* `edit-level` and `edit-doodad` to update details about Levels and
Doodads, such as their Title, Author, page type and size, etc.
* Doodads gain a `Hidden bool` that hides them from the palette in
Editor Mode. The player character (Blue Azulian) is Hidden.
* Add some boolProps to the balance/ package and made a dynamic system
to easily configure these with the in-game dev console.
* Command: `boolProp list` returns available balance.boolProps
* `boolProp <name>` returns the current value.
* `boolProp <name> <true or false>` sets the value.
* The new boolProps are:
* showAllDoodads: enable Hidden doodads on the palette UI (NOTE:
reload the editor to take effect)
* writeLockOverride: edit files that are write locked anyway
* prettyJSON: pretty-format the JSON files saved by the game.
* Rudimentary scrolling shows a Left and Right button at the top of the
Doodad Palette if your window is deemed not tall enough to contain all
of the doodads.
* A "progress bar" is shown between the buttons indicating the
percentage of your scroll down the doodad list. When you're able to
see the final row of doodads, the progress bar is at 100%.
* Load SDL2 fonts from go-bindata storage so we don't have to ship
external font files on disk.
* Dedupe names of doodads so we don't show double on the front-end
(go-bindata bundled doodads + those on local filesystem)
* Use go-bindata for accessing wallpaper images.
* Better flashed messages walking you through the Link Tool.
* Stylize the title screen (MainScene) by rendering a live example level
as the background wallpaper, with mobile doodads in motion.
* In WASM build, user levels and doodads are written to localStorage
using their userdir path as keys (".config/levels/test.level")
* LoadFile() and WriteFile() for both Levels and Doodads interact with
the localStorage for WASM build instead of filesystem for desktop.
* userdir.ListLevels() and ListDoodads() for WASM scan the localStorage
keys for file names.
* userdir.ResolvePath() now works for WASM (previously was dummied out),
checks for the file in localStorage.
* Use `go-bindata` to embed built-in doodads and levels directly into
the Doodle binary. `make bindata` produces the bindata source file.
* Add `FromJSON()` method to Levels and Doodads to load objects from
JSON strings in memory (for bindata built-ins or WASM ajax requests)
* Update file loading functions to check the embedded bindata files.
* pkg/config.go#EditFile:
* Supports editing a level from bindata (TODO: remove this support)
* If the "assets/levels/%(simple-name.level)" exists in bindata,
edits that drawing.
* No such support for editing built-in doodads.
* WASM has no filesystem access to edit files except built-in
levels (yet)
* pkg/doodads#ListDoodads:
* Prepends built-in doodads from bindata to the returned list.
* WASM: no filesystem access so gets only the built-ins.
* pkg/doodads#LoadFile:
* Checks built-in bindata store first for doodad files.
* WASM: tries an HTTP request if not found in bindata but can go no
further if not found (no filesystem access)
* pkg/filesystem#FindFile:
* This function finds a level/doodad by checking all the places.
* If the level or doodad exists in bindata built-in, always returns
its system path like "assets/doodads/test.doodad"
* WASM: always returns the built-in candidate path even if not found
in bindata so that ajax GET can be attempted.
* pkg/level#ListSystemLevels:
* New function that lists the system level files, similar to the
equivalent doodads function.
* Prepends the bindata built-in level files.
* WASM: only returns the built-ins (no filesystem support)
* Desktop: also lists and returns the assets/levels/ directory.
* pkg/level#LoadFile:
* Like the doodads.LoadFile, tries from built-in bindata first, then
ajax request (WASM) before accessing the filesystem (desktop)
* Menu Scene: TODO, list the built-in levels in the Load Level menu.
This feature will soon go away when WASM gets its own storage for user
levels (localStorage instead of filesystem)
* Implement the handler code for `return false` when actors are
colliding with each other and wish to act like solid walls.
* The locked doors will `return false` when they're closed and the
colliding actor does not have the matching key.
* Add arbitrary key/value storage to Actors. The colored keys will set
an actor value "key:%TITLE%" on the one who touched the key before
destroying itself. The colored doors check that key when touched to
decide whether to open.
* The trapdoor now only opens if you're touching it from the top (your
overlap box Y value is 0), but if you touch it from below and the door
is closed, it acts like a solid object.
* Move all collision code into the pkg/collision package.
* pkg/doodads/collision.go -> pkg/collision/collide_level.go
* pkg/doodads/collide_actors.go for new Actor collide support
* Add initial collision detection code between actors in Play Mode.
Fixes:
* Move the call to CollidesWithGrid() inside the Canvas instead of
outside in the PlayScene.movePlayer() so it can apply to all Actors
in motion.
* PlayScene.movePlayer() in turn just sets the player's Velocity so the
Canvas.Loop() can move the actor itself.
* When keeping the player inside the level boundaries: previously it was
assuming the player Position was relative to the window, and was
checking the WorldIndexAt and getting wrong results.
* Canvas scrolling (loopFollowActor): check that the actor is getting
close to the screen edge using the Viewport into the world, NOT the
screen-relative coordinates of the Canvas bounding boxes.