* Add an exception catcher that pops open a UI window showing errors that
occur in doodad scripts during gameplay.
* Shows a preview of the header of the error (character wrapped) with a
Copy button to copy the full raw text to clipboard for inspection.
* Buttons to dismiss the modal once or stop any further errors from
opening during this gameplay session (until next restart).
* Add developer shell commands to test the exception catcher:
- 'throw <message>' to throw a custom message.
- 'throw2' to stress test a "long" message.
- 'throw3' to throw a realistic message copied from an actual error.
* Scripting engine: console.log() and friends will now insert the script
VM's name in front of its messages (the filename + actor ID).
* The level.FileSystem type has updated to support ZIP files too.
* Legacy levels loaded from gz/json have their old FileSystem as a
simple map[filename]data and this parses from JSON OK.
* On save to zip, the legacy loaded file data gets exported to ZIP.
* Going forward: newly added or deleted files during runtime are kept in
the legacy file map until the next save when the filemap is again
flushed out to ZIP.
* For regular read-access, the FileSystem reads from the ZIP file if the
data is not in the hot map (legacy file or recently modified
attachment).
* Bugfix: be sure to Inflate() the Level/Doodad after loading from
zipfile - it used to be that directly after a save, trying to play the
level failed because the Level.Actors struct was missing their IDs,
and similarly recently written chunks would error out (become black
voids) on levels/doodads so we Inflate() both after save/replacing
their zip handle.
* Bird is not solid when colliding with other birds.
* If the dev shell is used to run JavaScript during Play Mode, consider
it cheating (so player can't `$ d.Scene.ResetTimer()` for example)
* On Survival Mode levels, DieByFire immediately opens the End Level
(silver score) modal rather than respawn from checkpoint, so levels
don't need checkpoint contraptions to end the level.
* During level loading screens, wait and call doodads' main() function
until the very end.
* Switch from otto to goja for JavaScript engine.
* goja supports many ES6 syntax features like arrow functions,
const/let, for-of with more coming soon.
* Same great features as otto, more modern environment for doodads!
The Default handler of the developer command shell now calls out to
RiveScript to match the user's message to a friendly reply. If
RiveScript returns NoReplyMatched then give the "command not found"
error.
* New doodad: Invisible Warp Door
* All warp doors require the player to be grounded (if affected by
gravity) to open them. No jumping or falling thru and opening
a warp door mid-air!
* Title Screen now randomly selects from a couple of levels.
* Title Screen: if it fails to load a level it sets up a basic
blank level with a wallpaper instead.
* New developer shell command: titlescreen <level>
Opens the MainScene with a custom user level as the background.
* Add Auto-save to the Editor to save your drawing every 5 minutes
* Add a MenuBar to the Play Scene for easier navigation to other
features of the game.
* Doodad JS API: time.Since() now available.
* The "Giant Screenshot" feature takes a very long time, so it is made
asynchronous. If you try and run a second one while the first is busy,
you get an error flash. You can continue editing the level, even
playtest it, or load a different level, and it will continue crunching
on the Giant Screenshot and flash when it's finished.
* Updated the player physics to use proper Velocity to jump off the
ground rather than the hacky timer-based fixed speed approach.
* FlashError() function to flash "error level" messages to the screen.
They appear in orange text instead of the usual blue, and most error
messages in the game use this now. The dev console "error <msg>"
command can simulate an error message.
* Flashed message fonts are updated. The blue font now uses softer
stroke and shadow colors and the same algorithm applies to the orange
error flashes.
Some other changes to player physics:
* Max velocity, acceleration speed, and gravity have been tweaked.
* Fast turn-around if you are moving right and then need to go left.
Your velocity resets to zero at the transition so you quickly get
going the way you want to go.
Some levels that need a bit of love for the new platforming physics:
* Tutorial 3.level
* 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
* 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.
* File->Publish Level in the Level Editor opens the Publish window,
where you can embed custom doodads into your level and export a
portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
as well, locking it in to those versions and not using updated
versions from future game releases.
UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
default button and close the modal, corresponding to its Primary
button.
* The developer console is now opened with the tilde/grave key ` instead
of the Enter key, so that the Enter key is free to click through
modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
the level and doodad sections, spawning a native File Open dialog to
pick a .level or .doodad outside the config root.
* Adds global modal support in the pkg/modal/ package. It has easy
Alert() and Confirm() methods to prompt the user before calling a
callback function on affirmative response.
* Modals have global app state: they're processed in the main loop in
pkg/doodle.go similar to the global command shell.
* When a modal is active, a semitransparent black frame covers the
screen (gameplay loop paused, last game frame rendered below) and the
modal window appears on top.
* The developer console retains higher priority than the modal system
and always renders on top.
* Editor Mode: track when the level pixels have been modified, and
confirm the user about unsaved changes when they attempt to close the
level (New, Open, Close, etc.)
* Global: the Escape key no longer immediately shuts down the game, but
will confirm the user's intent via a modal.
* File->Quit in the Editor Mode also invokes the confirm shutdown modal.
* Take advantage of the new Window Manager feature of the UI toolkit.
* Move the MenuScene's "New Level" and "Play/Edit Level" windows into
stand-alone functions in new pkg/windows/ package. The 'windows'
package is isolated from the rest of Doodle and communicates using
config variables and callback functions to avoid circular dependency.
* MenuScene calls the window constructors from the new package.
* Add an "Options" button to the Menu Bar in the Editor Scene, which
opens the "New Level" window to allow changing the wallpaper or
bounding type of the level currently being edited.
* Move the cheat codes into their own file, cheats.go
* Fix the level collision bug that allowed clipping thru a ceiling while
climbing up a wall.
* Fix the scrolling behavior to keep the character on-screen no matter
how fast the character is moving, especially downwards.
* Increase player speed and gravity.
* New cheat: "ghost mode" disables clipping for the player character.
* Mark an actor as "grounded" if they fall and are stopped by the lower
level border, so they may jump again.
Add new doodads:
* Start Flag: place this in a level to set the spawn point of the player
character. If no flag is found, the player spawns at 0,0 in the top
corner of the map. Only use one Start Flag per level, otherwise the
player will randomly spawn at one of them.
* Crumbly Floor: a solid floor that begins to shake and then fall apart
after a moment when a mobile character steps on it. The floor respawns
after 5 seconds.
* State Blocks: blue and orange blocks that toggle between solid and
pass-thru whenever a State Button is activated.
* State Button: a solid "ON/OFF" block that toggles State Blocks back
and forth when touched. Only activates if touched on the side or bottom;
acts as a solid floor when walked on from the top.
New features for doodad scripts:
* Actor scripts: call SetMobile(true) to mark an actor as a mobile mob
(i.e. player character or enemy). Other doodads can check if the actor
colliding with them IsMobile so they don't activate if placed too close
to other (non-mobile) doodads in a level. The Blue and Red Azulians
are the only mobile characters so far.
* Message.Broadcast allows sending a pub/sub message out to ALL doodads
in the level, instead of only to linked doodads as Message.Publish does.
This is used for the State Blocks to globally communicate on/off status
without needing to link them all together manually.
* The `doodad` CLI tool got a lot of new commands:
* `doodad show` to verbosely print details about Levels and Doodads.
* `edit-level` and `edit-doodad` to update details about Levels and
Doodads, such as their Title, Author, page type and size, etc.
* Doodads gain a `Hidden bool` that hides them from the palette in
Editor Mode. The player character (Blue Azulian) is Hidden.
* Add some boolProps to the balance/ package and made a dynamic system
to easily configure these with the in-game dev console.
* Command: `boolProp list` returns available balance.boolProps
* `boolProp <name>` returns the current value.
* `boolProp <name> <true or false>` sets the value.
* The new boolProps are:
* showAllDoodads: enable Hidden doodads on the palette UI (NOTE:
reload the editor to take effect)
* writeLockOverride: edit files that are write locked anyway
* prettyJSON: pretty-format the JSON files saved by the game.
* Debug mode: no longer enables the DebugOverlay (F3) by default, but
does now insert the current FPS counter into the window title bar.
* ui.Frame: set a default "mostly transparent" BG color so the frame
background doesn't render as white.
* Add the MenuScene which will house the game's main menus.
* The "New Level" menu is first to be added.
* UI lets you pick Page Type and Wallpaper using radio buttons.
* Page Type: Unbounded, Bounded (default), No Negative Space, Bordered
* Fix bugs in uix.Canvas to fully support all these page types.
* Build the app with -tags="shareware" to compile the free/shareware
build of the game.
* `make build-free` compiles both binaries to the bin/ folder in
shareware mode.
* The constant balance.FreeVersion is true in the shareware build and
all functionality related to the Doodad Editor UI mode is disabled
in this build mode.
* Scenes can insert custom key/value labels to the debug overlay and
track string variables in real time
* Added ability to unthrottle FPS in main loop