* Implement the pub/sub message passing system that lets the JavaScript
VM of one actor (say, a Button) send messages to other linked actors
in the level (say, an Electric Door)
* Buttons now emit a "power(true)" message while pressed and
"power(false)" when released. Sticky Buttons do not release and so do
not send the power(false) message.
* Electric Doors listen for the "power" event and open or close
themselves based on the boolean value received.
* If a Sticky Button receives power and is currently pressed down, it
will pop back up (reset to "off" position) and notify its linked
actors that they have lost power too. So if a Sticky Button held an
Electric Door open, and another Button powers the Sticky Button, it
would pop back up and also close the Electric Door.
* On the Doodads tab is the Link button to enter the Link Tool.
* Click Link, then click the 1st doodad on the level, then click the 2nd
doodad to complete the link.
* The actors struct in the Level holds the link IDs for each actor.
* 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.
* Events.OnCollide now receives a CollideEvent object, which makes
available the .Actor who collided and the .Overlap rect which is
zero-relative to the target actor. Doodad scripts can use the .Overlap
to see WHERE in their own box the other actor has intruded.
* Update the LockedDoor and ElectricDoor doodads to detect when the
player has entered their inner rect (since their doors are narrower
than their doodad size)
* Update the Button doodads to only press in when the player actually
touches them (because their sizes are shorter than their doodad
height)
* Update the Trapdoor to only trigger its animation when the board
along its top has been touched, not when the empty space below was
touched from the bottom.
* Events.OnLeave now implemented and fires when an actor who was
previously intersecting your doodad has left.
* The engine detects when an event JS callback returns false.
Eventually, the OnCollide can return false to signify the collision is
not accepted and the actor should be bumped away as if they hit solid
geometry.
* Add sync.WaitGroup to some parts of the level collision detection
function and Canvas.Loop() to speed up the frame rate by load
balancing some work in parallel across multiple cores.
* Improves FPS from 30 to 55+ even for busy scenes with lots of mobile
enemies walking around.
* Before the level collision optimization, framerate would sometimes dip
to 30 FPS simply to move the player character on a completely blank
map!
* Add a Red Azulian as a test for mobile enemies.
* Its A.I. has it walk back and forth, changing directions when it
comes up against an obstacle for a few moments.
* It plays walking animations and can trigger collision events with
other Doodads, such as the Electric Door and Trapdoor.
* Move Gravity responsibility to the doodad scripts themselves.
* Call `Self.SetGravity(true)` to opt the Doodad in to gravity.
* The canvas.Loop() adds gravity to any doodad that has it enabled.
* 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.
* Add some encoding/decoding functions for binary msgpack format for
levels and doodads. Currently it writes msgpack files that can be
decoded and printed by Python (mp2json.py) but it can't re-read from
the binary format. For now, levels will continue to write in JSON
format.
* Add filesystem abstraction functions to the balance/ package to search
multiple paths to find Levels and Doodads, to make way for
system-level doodads.
* 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.
* 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)
* 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.
The "Save As" and "Open" buttons still used an old implementation that
assumed you were talking about files only in the "./maps" folder instead
of loading them from the user's levels and doodads folders.
Now all of the menu buttons in Edit Mode intelligently open files the
same as the `edit <filename>` command from the dev console. You can omit
the file extension and it will attempt to load a Level before a Doodad
to find the first named file, or provide the full extension to be
specific.
* 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.
* 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.
* Scenes can insert custom key/value labels to the debug overlay and
track string variables in real time
* Added ability to unthrottle FPS in main loop
* Added Windows build instructions to Building.md and added a
"make mingw" command to cross-compile the Windows binary into
the bin/ folder.
* Fix a bug in the Wallpaper texture loader where it would error out
when caching textures to disk the first time.
Implement the Wallpaper system into the levels and the concept of
Bounded and Unbounded levels.
The first wallpaper image is notepad.png which looks like standard ruled
notebook paper. On bounded levels, the top/left edges of the page look
as you would expect and the blue lines tile indefinitely in the positive
directions. On unbounded levels, you only get the repeating blue lines
but not the edge pieces.
A wallpaper is just a rectangular image file. The image is divided into
four equal quadrants to be the Corner, Top, Left and Repeat textures for
the wallpaper. The Repeat texture is ALWAYS used and fills all the empty
space behind the drawing. (Doodads draw with blank canvases as before
because only levels have wallpapers!)
Levels have four options of a "Page Type":
- Unbounded (default, infinite space)
- NoNegativeSpace (has a top left edge but can grow infinitely)
- Bounded (has a top left edge and bounded size)
- Bordered (bounded with bordered texture; NOT IMPLEMENTED!)
The scrollable viewport of a Canvas will respect the wallpaper and page
type settings of a Level loaded into it. That is, if the level has a top
left edge (not Unbounded) you can NOT scroll to see negative coordinates
below (0,0) -- and if the level has a max dimension set, you can't
scroll to see pixels outside those dimensions.
The Canvas property NoLimitScroll=true will override the scroll locking
and let you see outside the bounds, for debugging.
- Default map settings for New Level are now:
- Page Type: NoNegativeSpace
- Wallpaper: notepad.png (default)
- MaxWidth: 2550 (8.5" * 300 ppi)
- MaxHeight: 3300 ( 11" * 300 ppi)
Add the ability to drag and drop Doodads onto the level. The Doodad
buttons on the palette now trigger a Drag/Drop behavior when clicked,
and a "blueprint colored" version of the Doodad follows your cursor,
centered on it.
Actors are assigned a random UUID ID when they are placed into a level.
The Canvas gained a MaskColor property that forces all pixels in the
drawing to render as the same color. This is a visual-only effect, and
is used when dragging Doodads in so they render as "blueprints" instead
of their actual colors until they are dropped.
Fix the chunk bitmap cache system so it saves in the $XDG_CACHE_FOLDER
instead of /tmp and has better names. They go into
`~/.config/doodle/chunks/` and have UUID file names -- but they
disappear quickly! As soon as they are cached into SDL2 they are removed
from disk.
Other changes:
- UI: Add Hovering() method that returns the widgets that are beneath
a point (your cursor) and those that are not, for easy querying
for event propagation.
- UI: Add ability to return an ErrStopPropagation to tell the master
Scene (outside the UI) not to continue sending events to other
parts of the code, so that you don't draw pixels during a drag
event.
Add the JSON format for embedding Actors (Doodad instances) inside of a
Level. I made a test map that manually inserted a couple of actors.
Actors are given to the Canvas responsible for the Level via the
function `InstallActors()`. So it means you'll call LoadLevel and then
InstallActors to hook everything up.
The Canvas creates sub-Canvas widgets from each Actor.
After drawing the main level geometry from the Canvas.Chunker, it calls
the drawActors() function which does the same but for Actors.
Levels keep a global map of all Actors that exist. For any Actors that
are visible within the Viewport, their sub-Canvas widgets are presented
appropriately on top of the parent Canvas. In case their sub-Canvas
overlaps the parent's boundaries, their sub-Canvas is resized and moved
appropriately.
- Allow the MainWindow to be resized at run time, and the UI
recalculates its sizing and position.
- Made the in-game Shell properties editable via environment variables.
The kirsle.env file sets a blue and pink color scheme.
- Begin the ground work for Levels and Doodads to embed files inside
their data via the level.FileSystem type.
- UI: Labels can now contain line break characters. It will
appropriately render multiple lines of render.Text and take into
account the proper BoxSize to contain them all.
- Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL
debug overlay and visualization options.
- Add debug overlay to "tag" each Canvas widget with some of its
details, like its Name and World Position. Can be enabled with the
environment variable DEBUG_CANVAS_LABEL=true
- Improved the FPS debug overlay to show in labeled columns and multiple
colors, with easy ability to add new data points to it.