Commit Graph

32 Commits

Author SHA1 Message Date
3892087932 Doodads: Use Key and Working Warp Doors
* 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.
2021-01-03 15:19:21 -08:00
190d4be1b6 Layer Selection Window for Doodad Editor
* When editing a doodad in the Editor Mode, the toolbar has a "Lyr."
  button that opens the Layers window.
* The Layers window allows switching the active doodad layer that you
  are drawing on, as well as create and rename layers.
* With this feature, Doodads may be fully drawn in-game, including
  adding alternate named layers for animations and multiple-state
  doodads.
* Update the Pager component to have a configurable MaxPageButtons.
  Controls that have more pages than this limit will stop having buttons
  drawn after the limit. The "Forward" and "Next" buttons can still
  navigate into the extra pages.
* Refactored and centralized the various popup windows in Editor Mode
  into editor_ui_popups.go; the SetupPopups() and various methods such
  as ShowPaletteWindow() and ShowDoodadDropper() make management of
  popups simple for the editor_ui!
* The Menu Bar in Editor Mode now has context-specific tools in the
  Tools menu: the Doodad Dropper for levels and Layers for doodads.
* Bugfix the Palette Editor window to work equally between Levels and
  Doodads, by only having it care about the Palette and not the Level
  that owns it.
2020-11-16 23:23:21 -08:00
47cca8c7c6 Palette Editor and Doodad Dropper Windows
* Start the program window maximized with the `-w maximized` CLI option.
* Move the Doodad Palette off the right-side dock of the Editor Scene and
  into its own pop-up window: the DoodadDropper.
* Shrink the width of the Color Palette panel and show only the colors in
  the buttons. The name of the swatch is available in the mouse-over tooltip.
* Added an "Edit" button to the Color Palette. It opens a Palette Editor
  window where you can rename, change colors and attributes of existing colors
  OR insert new colors into your palette. (Deleting colors not yet supported).
* level.Chunker gets a Redraw method: invalidates all cached textures of all
  chunks forcing the level to redraw itself, possibly with an updated palette.
2020-07-09 19:38:37 -07:00
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
0437adfbf8 Change types int32 -> int per upstream render and ui library 2019-12-27 19:16:34 -08:00
d658359240 Switch github.com/kirsle/golog to git.kirsle.net/go/log
* New logger module supports js/wasm build by skipping the dependency on
  ssh/terminal (which detected interactive consoles, not applicable to
  JS). In WASM the logs go to the browser console and ANSI color codes
  not needed.
2019-12-22 18:34:31 -08:00
ea0b41a781 Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
7355778a39 render: Refactor Events System to Make Module Standalone
* Refactor the events used in lib/render/sdl to be more general-purpose
  to make librender a stand-alone library separate from Doodle.
2019-12-22 14:11:01 -08:00
65a811db0d Auto-prune Empty Chunks in Level Files
* Discovered a bug where if you hit the Undo key to erase pixels and an
  entire chunk became empty by it, the chunk would have rendering errors
  and show as a solid black square instead of the level wallpaper
  showing through.
* Chunks that have no pixels in them are culled from the chunker
  immediately when you call a Delete() operation.
* The level file saver also calls a maintenance function to prune all
  empty chunks upon saving the file. So existing levels with broken
  chunks need only be re-saved to fix them.
2019-07-16 22:10:18 -07:00
0c6c77a423 Lemon-shaped Ellipse Tool (WIP)
* Add initial Ellipse Tool to the Editor Mode. Currently there's
  something wrong with the algorithm and the ellipses have a sort of
  'lemon shape' to them.
* Refactor the IterLine/IterLine2 functions to be more consistent.
  IterLine used to be the raw algorithm that took a bunch of coordinate
  numbers and IterLine2 took two render.Point's and was the main one
  used throughout the app. Now, IterLine takes the two Points and the
  raw algorithm function removed.
2019-07-14 14:18:44 -07:00
cc1e441232 Eraser Tool, Brush Sizes
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
  to control the brush size.
  * Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
  and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
  you change them, so that Undo will set them back how they were instead
  of deleting the pixel entirely. Due to performance issues, this only
  happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
  an int reference.

Aforementioned performance issues:

* When we try to remember whole rects of pixels for drawing thick
  shapes, it requires a ton of scanning for each step of the shape. Even
  de-duplicating pixel checks, tons of extra reads are constantly
  checked.
* The Eraser is the only tool that absolutely needs to be able to
  remember wiped pixels AND have large brush sizes. The performance
  sucks and lags a bit if you erase a lot all at once, but it's a
  trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
  thick brushes, so the Undo action will simply delete your pixels and not
  reset them. Only the Eraser can bring back pixels.
2019-07-11 19:07:46 -07:00
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
6476a67faf Make Fire Deadly
* Touching "fire" pixels in a level will pop up the End Level alert box
  saying you've died by fire and can restart the level.
* Update level.WriteFile() to prune broken links between actors before
  save. So when a linked actor is deleted, the leftover link data is
  cleaned up.
* Slight optimization in Canvas.drawStrokes: if either end of the stroke
  is not within view of the screen, don't show the stroke.
2019-07-06 20:31:50 -07:00
cb02feff1d Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
  * They come in four varieties: wall switch (background element, with
    "ON/OFF" text) and three side-profile switches for the floor, left
    or right walls.
  * On collision with the player, they flip their state from "OFF" to
    "ON" or vice versa. If the player walks away and then collides
    again, the switch flips again.
  * Can be used to open/close Electric Doors when turned on/off. Their
    default state is "off"
  * If a switch receives a power signal from another linked switch, it
    sets its own state to match. So, two "on/off" switches that are
    connected to a door AND to each other will both flip on/off when one
    of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
  pixel collisions.
  * Previously, ALL pixels in the level were acting as though solid.
  * Non-solid pixels don't count for collision detection, but their
    attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
  instead of Edit Mode. Updated the title screen menu to add a button
  for playing levels instead of editing them.
* Wrote some documentation.
2019-07-06 18:30:03 -07:00
c8620f871e Drawing Strokes and Undo/Redo Functionality
* Add new pkg/drawtool with utilities to abstract away drawing actions
  into Strokes and track undo/redo History for them.
* The freehand Pencil tool in EditorMode has been refactored to create a
  Stroke of Shape=Freehand and queue up its world pixels there instead
  of directly modifying the level chunker in real time. When the mouse
  button is released, the freehand Stroke is committed to the level
  chunker and added to the UndoHistory.
* UndoHistory is (temporarily) stored with the level.Level so it can
  survive trips to PlayScene and back, but is not stored as JSON on
  disk.
* Ctrl-Z and Ctrl-Y in EditorMode for undo and redo, respectively.
2019-07-03 16:25:23 -07:00
35a89e5dbe WASM: Store User Files in localStorage
* 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.
2019-06-27 15:59:18 -07:00
b17ca34de2 Bindata: Embedding Doodads and Levels (for WASM)
* 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)
2019-06-27 15:07:34 -07:00
c7cc40a339 Refactor Render Texture-Cache Interface
Since SDL2 is using in-memory bitmaps the same as Canvas engine, the
function names of the render.Engine interface have been cleaned up:

* NewTexture(filename, image) -> StoreTexture(name, image)
  Create a new cached texture with a given name.
* NewBitmap(filename) -> LoadTexture(name)
  Recall a stored texture with a given name.
* level.Chunk.ToBitmap uses simpler names for the textures instead of
  userdir.CacheFilename file-like paths.
2019-06-27 13:01:01 -07:00
ba6892aa95 WASM Texture Caching
* Refactor texture caching in render.Engine:
  * New interface method: NewTexture(filename string, image.Image)
  * WASM immediately encodes the image to PNG and generates a JavaScript
    `Image()` object to load it with a data URI and keep it in memory.
  * SDL2 saves the bitmap to disk as it did before.
  * WASM: deprecate the sessionStorage for holding image data. Session
    storage methods panic if called. The image data is directly kept in
    Go memory as a js.Value holding an Image().
* Shared Memory workaround: the level.Chunk.ToBitmap() function is where
  chunk textures get cached, but it had no access to the render.Engine
  used in the game. The `pkg/shmem` package holds global pointers to
  common structures like the CurrentRenderEngine as a work-around.
  * Also shmem.Flash() so Doodle can make its d.Flash() function
    globally available, any sub-package can now flash text to the screen
    regardless of source code location.
  * JavaScript API for Doodads now has a global Flash() function
    available.
* WASM: Handle window resize so Doodle can recompute its dimensions
  instead of scaling/shrinking the view.
2019-06-27 12:03:52 -07:00
48fc40ade4 Texture Caching for WASM Canvas Engine
* Add RGBA color blending support in WASM build.
* Initial texture caching API for Canvas renderer engine. The WASM build
  writes the chunk caches as a "data:image/png" base64 URL on the
  browser's sessionStorage, for access to copy into the Canvas.
* Separated the ClickEvent from the MouseEvent (motion) in the WASM
  event queue system, to allow clicking and dragging.
* Added the EscapeKey handler, which will abruptly terminate the WASM
  application, same as it kills the window in the desktop build.
* Optimization fix: I discovered that if the user clicks and holds over
  a single pixel when drawing a level, repeated Set() operations were
  firing meaning multiple cache invalidations. Not noticeable on PC but
  on WebAssembly it crippled the browser. Now if the cursor isn't moving
  it doesn't do anything.
2019-06-26 22:44:08 -07:00
c5c85330de WASM Event Queue
* Refactor the event system in the WASM render engine to serialize the
  async JavaScript events into a channel, so that queued events are read
  off serially in the main loop similar to SDL. This fixes keyboard
  input issues, altho if you type really fast some input keys get lost.
2019-06-26 20:33:24 -07:00
3d3561b8e6 Blueprint Theme Palette
* Fix the EditorUI not showing the correct palette baked into the level
  and only showing the default. This was tricky because the palette UI
  can only be configured at setup time but not updated later.
* Add a new default palette for the Blueprint theme. Blueprint has a
  dark background, so the palette colors should be bright. This palette
  is chosen when you start a map with the blueprint wallpaper.
* Add a background Canvas to the MenuScene. In the "New Level" screen,
  the background canvas will update to show the wallpaper settings
  you've chosen as a preview of the level theme you're about to create.
2019-06-25 17:43:23 -07:00
4dd1bebc5f Add MenuScene with New Level UI
* Debug mode: no longer enables the DebugOverlay (F3) by default, but
  does now insert the current FPS counter into the window title bar.
* ui.Frame: set a default "mostly transparent" BG color so the frame
  background doesn't render as white.
* Add the MenuScene which will house the game's main menus.
* The "New Level" menu is first to be added.
  * UI lets you pick Page Type and Wallpaper using radio buttons.
  * Page Type: Unbounded, Bounded (default), No Negative Space, Bordered
  * Fix bugs in uix.Canvas to fully support all these page types.
2019-06-25 15:01:37 -07:00
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
87416f9740 Link Tool UX
* 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.
2019-06-23 16:15:09 -07:00
d28745f89e Mobile Enemy Doodad Test
* 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.
2019-05-06 16:30:45 -07:00
ac490473b3 Load Doodads from System Path as well as User Path 2019-05-06 13:35:08 -07:00
f76ba6fbb7 WIP: MsgPack stubs, Level Filesystem Module
* 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.
2019-05-06 12:41:46 -07:00
52a2545692 Remove ScreenshotKey Event, Add F* Key Handlers
* The F3 key now toggles the Debug Overlay, which is now OFF by default.
* The F4 key now toggles the Debug Collision Boxes feature.
2019-04-19 16:21:04 -07:00
35d96b714d Add JavaScript panic catcher to doodads
* Add example mischievous doodad script that alters the logger date
  format and animates its canvas's mask color.
2019-04-18 22:02:59 -07:00
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
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