Commit Graph

5 Commits

Author SHA1 Message Date
8603c43c58 Gzip Compression for Levels and Doodads
* Levels and Doodad files will be written in gzip-compressed JSON format
* `boolProp compress-drawings false` to disable compression and save as
  classic JSON format directly
* The game can still read uncompressed JSON files

The file size savings on some built-in assets:

* Tutorial 2.level: 2.2M -> 414K (82% smaller)
* warp-door-orange.doodad: 105K -> 17K (84% smaller)
2021-07-13 20:06:57 -07:00
864156da53 Settings Window + Bugfix
* Added a Settings window for game options, such as enabling the
  horizontal toolbars in Edit Mode. The Settings window also has a
  Controls tab showing the gameplay buttons and keyboard shortcuts.
* The Settings window is available as a button on the home screen OR
  from the Edit->Settings menu in the EditScene.
* Bugfix: using WASD to move the player character now works better and
  is considered by the game to be identical to the arrow key inputs. Boy
  now updates his animation based on these keys, and they register as
  boolean on/off keys instead of affected by key-repeat.
* Refactor the boolProps: they are all part of usercfg now, and if you
  run e.g. "boolProp show-all-doodads true" and then cause the user
  settings to save to disk, that boolProp will be permanently enabled
  until turned off again.
2021-06-19 22:14:41 -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
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
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