Commit Graph

31 Commits (06dd30893c47709421a3fb13a50237f7d06b079d)

Author SHA1 Message Date
Noah 701073cecc Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
  on your level to customize properties about the doodad. They're like "Tags"
  except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
  clicking on the gear icon will open a new "Actor Properties" window which
  shows metadata (title, author, ID, position) and an Options tab to configure
  the actor's options.

Updates to the scripting API:

* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
  neither the actor nor its doodad have the option defined. The return type
  will be correctly a string, boolean or integer type.

Updates to the doodad command-line tool:

* `doodad show` will print the Options on a .doodad file and, when showing a
  .level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.

Options added to the game's built-in doodads:

* Warp Doors: "locked (exit only)" will make it so the door can not be opened
  by the player, giving the "locked" message (as if it had no linked door),
  but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
  default when the level begins instead of closed. A switch or a button that
  removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
  level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
  and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
  remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
  default with the gemstone inserted. No power signal will be emitted; it is
  cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
  names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-09 17:41:24 -07:00
Noah ec0b5ba6ca Rename Go module 2022-09-24 15:17:25 -07:00
Noah d7f247e4cc Fix doodad tool --tag property 2022-05-08 10:58:53 -07:00
Noah 9b75f1b039 Spit and polish
* 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.
2022-05-03 21:15:39 -07:00
Noah 75fa0c7e56 Stability and Bugfixes
* 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.
2022-05-02 20:35:53 -07:00
Noah 93623e4e8a Zipfiles as File Format for Levels and Doodads
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
2022-04-29 20:34:59 -07:00
Noah ba373553cb Prepare v0.12.0 for release 2022-03-27 14:23:25 -07:00
Noah a75b7208ca Doodad Tool: Levelpacks
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.
2021-12-23 19:15:32 -08:00
Noah 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
Noah f446ed9130 Prepare v0.8.0 for release 2021-09-03 21:35:12 -07:00
Noah 864156da53 Settings Window + Bugfix
* Added a Settings window for game options, such as enabling the
  horizontal toolbars in Edit Mode. The Settings window also has a
  Controls tab showing the gameplay buttons and keyboard shortcuts.
* The Settings window is available as a button on the home screen OR
  from the Edit->Settings menu in the EditScene.
* Bugfix: using WASD to move the player character now works better and
  is considered by the game to be identical to the arrow key inputs. Boy
  now updates his animation based on these keys, and they register as
  boolean on/off keys instead of affected by key-repeat.
* Refactor the boolProps: they are all part of usercfg now, and if you
  run e.g. "boolProp show-all-doodads true" and then cause the user
  settings to save to disk, that boolProp will be permanently enabled
  until turned off again.
2021-06-19 22:14:41 -07:00
Noah 0449737607 License Key Registration with ECDSA JWT Tokens
* New command-line tool: doodle-admin for signing license keys for
  users. Includes functions to initialize a keypair, sign license keys
  and validate existing keys.
* The Main Menu screen shows a blue "Register Game" button in the bottom
  right corner of the screen, for unregistered users only.
* In Edit Mode, there is a "Help -> Register" menu item that opens the
  License Window.
* The License UI Window lets the user select the license.key file to
  register the game with. If registered, a copy of the key is placed in
  Doodle's profile directory and the licensee name/email is shown in the
  License UI window.
* Unregistered games will show the word "(shareware)" next to the title
  screen version number and Edit Mode status bar.
* No restrictions are yet placed on free versions of the game.
2021-06-16 21:56:30 -07:00
Noah 640e75ba4d Custom Wallpapers for Levels
* You can now browse for a custom wallpaper image to use with your
  levels. A platform-native file picker dialog is used (no WASM support)
* In the New/Edit Level Properties dialog, the Wallpaper drop-down
  includes an option to browse for a custom map.
* When editing an existing level: the wallpaper takes effect immediately
  in your level once the file is picked. For NEW levels, the wallpaper
  will appear once the "Continue" button is pressed.
* All common image types supported: png, jpeg, gif.
* The wallpaper is embedded in the level using the filepath
  "assets/wallpapers/custom.b64img" as a Base64-encoded blob of the
  image data.
* The `doodad show` command will list the names and sizes of files
  embedded in levels. `doodad show --attachment <name>` will get an
  attachment and print it to the console window.
* To extract a wallpaper image from a level:
  `doodad show -a assets/wallpapers/custom.b64img | base64 -d > out.png`
2021-06-06 18:59:04 -07:00
Noah bc02f2c685 Convert to use Go modules 2020-11-15 15:20:15 -08:00
Noah 8964322f4e Fix doodad edit-doodad args 2020-06-05 00:26:48 -07:00
Noah eae7258ce1 Modernize usage of urfave/cli 2020-06-04 23:11:03 -07:00
Noah 38614ee280 Tighten Doodad JavaScript API, User Documentation
* Tightens up the surface area of API methods available to the
  JavaScript VMs for doodads. Variables and functions are carefully
  passed in one-by-one so the doodad script can only access intended
  functions and not snoop on undocumented APIs.
* Wrote tons of user documentation for Doodad Scripts: documented the
  full surface area of the exposed JavaScript API now that the surface
  area is known and limited.
* Early WIP code for the Campaign JSON
2020-04-21 23:50:45 -07:00
Noah b4922edf5d Doodad Tool: Add Tag Support for edit-doodad
* 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.
2020-01-02 22:12:20 -08:00
Noah 8965a7d86a Doodads: Crumbly Floor, Start Flag & State Blocks
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.
2019-12-30 18:13:28 -08:00
Noah ea0b41a781 Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
Noah 154fc6c9cb Update Doodad build-scripts to tag extra data
* The Blue Azulian marks its doodad file as Hidden.
* All Doodads are write locked after generation and tagged with common
  author value.
2019-07-06 23:50:38 -07:00
Noah fd649b7ab1 Doodad CLI Tool Features; Write Lock and Hidden
* 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.
2019-07-06 23:28:11 -07:00
Noah 1150d6d3e9 Add Branding Module for Centralized Game Info
* Moves the game's Title, Summary and Version into pkg/branding where it
  is centrally controlled.
2019-06-23 17:52:48 -07:00
Noah a73dec9f31 Doodad Animations Managed In-Engine
* Add animation support for Doodad actors (Play Mode) into the core
  engine, so that the Doodad script can register named animations and
  play them without managing all the details themselves.
  * Doodad API functions on Self: AddAnimation, PlayAnimation,
    StopAnimation, IsAnimating
* CLI: the `doodad convert` command will name each layer after the
  filename used as the input image.
* CLI: fix the `doodad convert` command creating duplicate Palette
  colors when converting a series of input images into a Doodad.
2019-05-06 15:30:43 -07:00
Noah 693664db6c Shareware Build Flags
* Build the app with -tags="shareware" to compile the free/shareware
  build of the game.
* `make build-free` compiles both binaries to the bin/ folder in
  shareware mode.
* The constant balance.FreeVersion is true in the shareware build and
  all functionality related to the Doodad Editor UI mode is disabled
  in this build mode.
2019-04-19 17:23:37 -07:00
Noah 258b2eb285 Script Timers, Multiple Doodad Frames
* CLI: fix the `doodad convert` command to share the same Palette when
  converting each frame (layer) of a doodad so subsequent layers find
  the correct color swatches for serialization.
* Scripting: add timers and intervals to Doodad scripts to allow them to
  animate themselves or add delayed callbacks. The timers have the same
  API as a web browser: setTimeout(), setInterval(), clearTimeout(),
  clearInterval().
* Add support for uix.Actor to change its currently rendered layer in
  the level. For example a Button Doodad can set its image to Layer 1
  (pressed) when touched by the player, and Trapdoors can cycle through
  their layers to animate opening and closing.
  * Usage from a Doodad script: Self.ShowLayer(1)
* Default Doodads: added scripts for all Buttons, Doors, Keys and the
  Trapdoor to run their various animations when touched (in the case of
  Keys, destroy themselves when touched, because there is no player
  inventory yet)
2019-04-18 18:15:05 -07:00
Noah 81cb3bd617 1st Round of Doodad Sprites + Improve Doodad Tool
* Improve the `doodad convert` command to convert a series of input
  images into multiple Frames of a Doodad:
  `doodad convert frame1.png frame2.png frameN.png output.doodad`
* Add the initial round of dev-asset sprites for the default Doodads:
  * Button, Button-TypeB and Sticky Button
  * Red, Blue, Green and Yellow Locked Doors and Keys
  * Electric Door
  * Trapdoor Down
* Add dev-assets/palette.json that defines our default doodad color
  palette. Eventually the JSON will be used by the `doodad` tool to give
  the layers meaningful names.
2019-04-17 00:02:41 -07:00
Noah 1e80304061 Initial Doodad JavaScript System
* Add the JavaScript system for Doodads to run their scripts in levels,
  and wire initial OnCollide() handler support.
* CLI: Add a `doodad install-script` command to the doodad tool.
  * Usage: `doodad install-script <index.js> <filename.doodad>`
* Add dev-assets folder for storing source files for the official
  default doodads, sprites, levels, etc. and for now add a JavaScript
  for the first test doodad.
2019-04-15 23:07:40 -07:00
Noah 5c08577214 Port over code from old collision dev PR 2019-04-09 19:17:56 -07:00
Noah 2b42a072a0 Code Layout Refactor
* All private Doodle source code into the pkg/ folder.
* Potentially public code into the lib/ folder.
* Centralize the logger into a subpackage.
2019-04-09 17:35:44 -07:00
Noah 5bf7d554f7 Add doodad.exe binary and PNG to Drawing Converter
Adds the `doodad` binary which will be a command line tool to work with
Doodads and Levels and assist with development.

The `doodad` binary has subcommands like git and the first command is
`convert` which converts between image files (PNG or BMP) and Doodle
drawing files (Level or Doodad). You can "screenshot" a level into a PNG
or you can initialize a new drawing from a PNG.
2018-10-16 12:26:41 -07:00