Commit Graph

222 Commits

Author SHA1 Message Date
41e1838549 Add JS + History to Shell, Add Main Scene
* The shell now supports an "eval" command, or "$" for short.
  * Runs it in an Otto JavaScript VM.
  * Some global variables are available, like `d` is the Doodle object
    itself, `log`, `RGBA()` and `Point()`
* The shell supports paging through input history using the arrow keys.
* Added an initial Main Scene
2018-07-25 19:38:54 -07:00
94c1df050b Add initial User Interface Toolkit
With Labels and Buttons so far.

* Labels are pretty much complete, they wrap a render.Text and have a
  Compute() method that returns their Width and Height when rendered
  onto an SDL Surface.
* Buttons wrap a Label widget and Compute() its size and takes that into
  consideration when rendering itself. Buttons render themselves from
  scratch in a "Windows 95" themed way, with configurable colors, border
  widths and outline.
2018-07-25 09:03:49 -07:00
0efb2ab24f Make Collision Detection Flawless!
* Pixel perfect collision detection with level geometry.
* New shell commands (echo, clear) and help commands
2018-07-24 22:26:27 -07:00
d560670b7b Better Collision Detection (Bouncy Jumps Up Hills)
* Add a debug view that draws the player bounding boxes.
* Improve the collision detection to add support for:
  * Doodads being "Grounded" so gravity need not apply.
  * Walking up hills, albeit a bit "bouncily"
  * Harder to clip out of bounds
2018-07-24 20:57:22 -07:00
c3fd2e63cb Refactor grid to use level.Pixel and clean up collision between Edit and Play 2018-07-24 17:44:32 -07:00
e141203c4b Basic Collision Detection, Toggle Between Play/Edit
Known bugs:
* The Pixel format in the Grid has DX and DY attributes and
  it wreaks havoc on collision detection in Play Mode when you
  come straight from the editor. Reloading the map from disk to
  play is OK cuz it lacks these attrs.
2018-07-23 20:10:53 -07:00
e13dd62309 Clean up old SDL refs in render package 2018-07-21 20:57:41 -07:00
9356502a50 Implement Developer Console with Initial Commands
Implements the dev console in-game with various commands to start out
with.

Press the Enter key to show or hide the console. Commands supported:

new
    Start a new map in Edit Mode.

save [filename.json]
    Save the current map to disk. Filename is required unless you
    have saved recently.

edit filename.json
    Open a map from disk in Edit Mode.

play filename.json
    Play a map from disk in Play Mode.
2018-07-21 20:43:01 -07:00
30be42c343 Abstract away all SDL logic into isolated package 2018-07-21 17:12:22 -07:00
cf6d5d999c Refactor variable name for Scene implementors 2018-07-21 15:11:00 -07:00
90f1704886 Add initial Play scene 2018-06-20 19:00:46 -07:00
ede3d58e1d Restructure the app to be scene-based 2018-06-20 18:43:14 -07:00
a4fc6ec231 Update README 2018-06-17 14:15:59 -07:00
35619c2ccc Jot down some ideas 2018-06-17 13:54:33 -07:00
403d24f480 Marshall map pixels more compactly 2018-06-17 10:40:41 -07:00
27fafdc96d Save and restore maps as JSON files
First pass at a level storage format to save and restore maps.

To save a map: press F12. It takes a screenshot PNG into the
screenshots/ folder and outputs a map JSON in the working directory.

To restore a map: "go run cmd/doodle/main.go map.json"
2018-06-17 10:31:44 -07:00
407ef7f455 Milestone: Screenshot to PNG Test Feature 2018-06-17 07:56:51 -07:00
f8fe40c5ef Add global tick counter for debugging, fix unclick state errors 2018-06-16 20:21:42 -07:00
b7751507e4 Stabilize frame rate, add debug overlay 2018-06-16 19:59:23 -07:00
a8e82f4dd2 Initial milestone ideas 2017-10-26 19:32:07 -07:00
33e8cff79f Some initial pixel drawing with the mouse 2017-10-26 19:26:54 -07:00
8c884d4cab Initial commit 2017-10-26 18:03:11 -07:00