* The "Story Mode" button on the MainScene opens the levelpacks window.
* Levelpacks from all places are shown (built-in and user files), basic
level picker works.
* When playing a level out of a levelpack: the PlayScene gets the file
data from the zipfile and plays it OK.
* When a levelpack level is solved, the "Next Level" button appears on
the success modal and hitting Return will advance to the next level in
the pack. The final level doesn't show this button.
* The user can edit levelpack levels! Clicking the "Edit" button on the
Play Mode moves the loaded level over to the EditScene and the user
could save it to disk or edit/playtest it perfectly OK! The link to
the levelpack is lost upon opening in the editor, so the "Next Level"
victory button doesn't appear.
The title screen is now responsive to landscape mode. If the window is
not tall enough to show all the menu buttons (~600px) it will switch to
a horizontal layout with the title on the left and buttons on the right.
WIP "Story Mode" button that brings up a Level Packs selection window.
* Migrate off go-bindata to embed built-in fonts, levels and doodads in
favor of Go 1.16 native embed functionality.
* `make bindata` prints a deprecation warning to not break older build
scripts
* Removes all references of bindata from the program
* The Windows build of v0.6.0 couldn't load embedded wallpapers such as
legal.png when asked, but could load the hard-coded default.png
* Root cause was the filesystem.FindFile() checking for path separators
in the filepath, and on Win32 this is \ but the internal wallpaper
paths use /
* 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`
* 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
* 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.
* 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.
* 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)