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!
* 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.
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a
collision event doing so.
* Warp Doors are now functional: the player opens a door, disappears,
the door closes; player is teleported to the linked door which opens,
appears the player and closes.
* If the player exits thru a Blue or Orange door which is disabled
(dotted outline), the door still opens and drops the player off but
returns to a Disabled state, acting as a one-way door.
* Clean up several debug log lines from Doodle and doodad scripts.