* The Anvil doodad is affected by gravity and becomes dangerous when
falling. If it lands on the player character, you die! If it lands on
any other mobile doodad, it destroys it! It can land on solid doodads
such as the Electric Trapdoor and the Crumbly Floor. It will activate
a Crumbly Floor if it lands on one, and can activate buttons and
switches that it passes.
* JavaScript API: FailLevel(message) can be called from a doodad to kill
the player character. The Anvil does this if it collides with the
player while it's been falling.
* 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.
New doodad interactions:
* Sticky Buttons will emit a "sticky:down" event to linked doodads, with
a boolean value showing the Sticky Button's state.
* Normal Buttons will listen for "sticky:down" -- when a linked Sticky
Button is pressed, the normal Button presses in as well, and stays
pressed while the sticky:down signal is true.
* When the Sticky Button is released (e.g. because it received power
from another doodad), any linked buttons which were sticky:down
release as well.
* Switch doodads emit a new "switch:toggle" event JUST BEFORE sending
the "power" event. Sensitive Doodads can listen for switches in
particular this way.
* The Electric Door listens for switch:toggle; if a Switch is activated,
the Electric Door always flips its current state (open to close, or
vice versa) and ignores the immediately following power event. This
allows doors to toggle on/off regardless of sync with a Switch.
Other changes:
* When the player character dies by fire, instead of the message saying
"Watch out for fire!" it will use the name of the fire swatch that
hurt the player. This way levels could make it say "Watch out for
spikes!" or "lava" or whatever they want. The "Fire" attribute now
just means "instantly kills the player."
* Level Editor: You can now edit the Title and Author name of your level
in the Page Settings window.
* Bugfix: only the player character ends the game by dying in fire.
Other mobile doodads just turn dark but don't end the game.
* Increase the size of Trapdoor doodad sprites by 150% as they were a
bit small for the player character.
* Rename the game from "Project: Doodle" to "Sketchy Maze"
* 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.
Adds support for sound effects in Doodle and configures some for various
doodads to start out with:
* Buttons and Switches: "Clicked down" and "clicked up" sounds.
* Colored Doors: an "unlocked" sound and a "door opened" sound.
* Electric Door: sci-fi sounds when opening and closing.
* Keys: sound effect for collecting keys.
JavaScript API for Doodads adds a global function `Sound.Play(filename)`
to play sounds. All sounds in the `rtp/sfx/` folder are pre-loaded on
startup for efficient use in the app. Otherwise sounds are lazy-loaded
on first playback.
* 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
* Player character now experiences acceleration and friction when
walking around the map!
* Actor position and movement had to be converted from int's
(render.Point) to float64's to support fine-grained acceleration
steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
for render.Point. Vector is used for uix.Actor.Position() for the sake
of movement math. Vector is flattened back to a render.Point for
collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
can have a Position that's a Vector instead of a Point). This broke
some code that expected `.Doodad` to directly reference the
Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
collision, where it uses its own slimmer Actor interface for just the
relevant methods it needs.
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
* 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.