* 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.