Commit Graph

10 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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