* Implement the pub/sub message passing system that lets the JavaScript
VM of one actor (say, a Button) send messages to other linked actors
in the level (say, an Electric Door)
* Buttons now emit a "power(true)" message while pressed and
"power(false)" when released. Sticky Buttons do not release and so do
not send the power(false) message.
* Electric Doors listen for the "power" event and open or close
themselves based on the boolean value received.
* If a Sticky Button receives power and is currently pressed down, it
will pop back up (reset to "off" position) and notify its linked
actors that they have lost power too. So if a Sticky Button held an
Electric Door open, and another Button powers the Sticky Button, it
would pop back up and also close the Electric Door.
* On the Doodads tab is the Link button to enter the Link Tool.
* Click Link, then click the 1st doodad on the level, then click the 2nd
doodad to complete the link.
* The actors struct in the Level holds the link IDs for each actor.
* MainWindow is ideal for apps that just want a UI and
don't manage their own SDL windows.
* The example app will grow into a series of demos that
test the UI toolkit to help fix bugs and grow features.
* Implement the handler code for `return false` when actors are
colliding with each other and wish to act like solid walls.
* The locked doors will `return false` when they're closed and the
colliding actor does not have the matching key.
* Add arbitrary key/value storage to Actors. The colored keys will set
an actor value "key:%TITLE%" on the one who touched the key before
destroying itself. The colored doors check that key when touched to
decide whether to open.
* The trapdoor now only opens if you're touching it from the top (your
overlap box Y value is 0), but if you touch it from below and the door
is closed, it acts like a solid object.
* Events.OnCollide now receives a CollideEvent object, which makes
available the .Actor who collided and the .Overlap rect which is
zero-relative to the target actor. Doodad scripts can use the .Overlap
to see WHERE in their own box the other actor has intruded.
* Update the LockedDoor and ElectricDoor doodads to detect when the
player has entered their inner rect (since their doors are narrower
than their doodad size)
* Update the Button doodads to only press in when the player actually
touches them (because their sizes are shorter than their doodad
height)
* Update the Trapdoor to only trigger its animation when the board
along its top has been touched, not when the empty space below was
touched from the bottom.
* Events.OnLeave now implemented and fires when an actor who was
previously intersecting your doodad has left.
* The engine detects when an event JS callback returns false.
Eventually, the OnCollide can return false to signify the collision is
not accepted and the actor should be bumped away as if they hit solid
geometry.
* Add sync.WaitGroup to some parts of the level collision detection
function and Canvas.Loop() to speed up the frame rate by load
balancing some work in parallel across multiple cores.
* Improves FPS from 30 to 55+ even for busy scenes with lots of mobile
enemies walking around.
* Before the level collision optimization, framerate would sometimes dip
to 30 FPS simply to move the player character on a completely blank
map!
* 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.
* Add animation support for Doodad actors (Play Mode) into the core
engine, so that the Doodad script can register named animations and
play them without managing all the details themselves.
* Doodad API functions on Self: AddAnimation, PlayAnimation,
StopAnimation, IsAnimating
* CLI: the `doodad convert` command will name each layer after the
filename used as the input image.
* CLI: fix the `doodad convert` command creating duplicate Palette
colors when converting a series of input images into a Doodad.
* 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.
* 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.
* CLI: fix the `doodad convert` command to share the same Palette when
converting each frame (layer) of a doodad so subsequent layers find
the correct color swatches for serialization.
* Scripting: add timers and intervals to Doodad scripts to allow them to
animate themselves or add delayed callbacks. The timers have the same
API as a web browser: setTimeout(), setInterval(), clearTimeout(),
clearInterval().
* Add support for uix.Actor to change its currently rendered layer in
the level. For example a Button Doodad can set its image to Layer 1
(pressed) when touched by the player, and Trapdoors can cycle through
their layers to animate opening and closing.
* Usage from a Doodad script: Self.ShowLayer(1)
* Default Doodads: added scripts for all Buttons, Doors, Keys and the
Trapdoor to run their various animations when touched (in the case of
Keys, destroy themselves when touched, because there is no player
inventory yet)
* Improve the `doodad convert` command to convert a series of input
images into multiple Frames of a Doodad:
`doodad convert frame1.png frame2.png frameN.png output.doodad`
* Add the initial round of dev-asset sprites for the default Doodads:
* Button, Button-TypeB and Sticky Button
* Red, Blue, Green and Yellow Locked Doors and Keys
* Electric Door
* Trapdoor Down
* Add dev-assets/palette.json that defines our default doodad color
palette. Eventually the JSON will be used by the `doodad` tool to give
the layers meaningful names.
The "Save As" and "Open" buttons still used an old implementation that
assumed you were talking about files only in the "./maps" folder instead
of loading them from the user's levels and doodads folders.
Now all of the menu buttons in Edit Mode intelligently open files the
same as the `edit <filename>` command from the dev console. You can omit
the file extension and it will attempt to load a Level before a Doodad
to find the first named file, or provide the full extension to be
specific.
* Add the JavaScript system for Doodads to run their scripts in levels,
and wire initial OnCollide() handler support.
* CLI: Add a `doodad install-script` command to the doodad tool.
* Usage: `doodad install-script <index.js> <filename.doodad>`
* Add dev-assets folder for storing source files for the official
default doodads, sprites, levels, etc. and for now add a JavaScript
for the first test doodad.
* Move all collision code into the pkg/collision package.
* pkg/doodads/collision.go -> pkg/collision/collide_level.go
* pkg/doodads/collide_actors.go for new Actor collide support
* Add initial collision detection code between actors in Play Mode.
Fixes:
* Move the call to CollidesWithGrid() inside the Canvas instead of
outside in the PlayScene.movePlayer() so it can apply to all Actors
in motion.
* PlayScene.movePlayer() in turn just sets the player's Velocity so the
Canvas.Loop() can move the actor itself.
* When keeping the player inside the level boundaries: previously it was
assuming the player Position was relative to the window, and was
checking the WorldIndexAt and getting wrong results.
* Canvas scrolling (loopFollowActor): check that the actor is getting
close to the screen edge using the Viewport into the world, NOT the
screen-relative coordinates of the Canvas bounding boxes.
* 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
* Added Windows build instructions to Building.md and added a
"make mingw" command to cross-compile the Windows binary into
the bin/ folder.
* Fix a bug in the Wallpaper texture loader where it would error out
when caching textures to disk the first time.
Implement the Wallpaper system into the levels and the concept of
Bounded and Unbounded levels.
The first wallpaper image is notepad.png which looks like standard ruled
notebook paper. On bounded levels, the top/left edges of the page look
as you would expect and the blue lines tile indefinitely in the positive
directions. On unbounded levels, you only get the repeating blue lines
but not the edge pieces.
A wallpaper is just a rectangular image file. The image is divided into
four equal quadrants to be the Corner, Top, Left and Repeat textures for
the wallpaper. The Repeat texture is ALWAYS used and fills all the empty
space behind the drawing. (Doodads draw with blank canvases as before
because only levels have wallpapers!)
Levels have four options of a "Page Type":
- Unbounded (default, infinite space)
- NoNegativeSpace (has a top left edge but can grow infinitely)
- Bounded (has a top left edge and bounded size)
- Bordered (bounded with bordered texture; NOT IMPLEMENTED!)
The scrollable viewport of a Canvas will respect the wallpaper and page
type settings of a Level loaded into it. That is, if the level has a top
left edge (not Unbounded) you can NOT scroll to see negative coordinates
below (0,0) -- and if the level has a max dimension set, you can't
scroll to see pixels outside those dimensions.
The Canvas property NoLimitScroll=true will override the scroll locking
and let you see outside the bounds, for debugging.
- Default map settings for New Level are now:
- Page Type: NoNegativeSpace
- Wallpaper: notepad.png (default)
- MaxWidth: 2550 (8.5" * 300 ppi)
- MaxHeight: 3300 ( 11" * 300 ppi)
The uix.Canvas widget now maintains a selected Tool which configures how
the mouse interacts with the (editable) Canvas widget.
The default Tool is the PencilTool and implements the old behavior: it
draws pixels when clicked and dragged based on your currently selected
Color Swatch. This tool automatically becomes active when you toggle the
Palette tab in the editor mode.
A new Tool is the ActorTool which becomes active when you select the
Doodads tab. In the ActorTool you can't draw pixels on the level, but
when you mouse over a Doodad instance (Actor) in your level, you may
pick it up and drag it someplace else.
Left-click an Actor to pick it up and drag it somewhere else.
Right-click to delete it completely.
You can also delete an Actor by dragging it OFF of the Canvas, like back
onto the palette drawer or onto the menu bar.
Add the ability to drag and drop Doodads onto the level. The Doodad
buttons on the palette now trigger a Drag/Drop behavior when clicked,
and a "blueprint colored" version of the Doodad follows your cursor,
centered on it.
Actors are assigned a random UUID ID when they are placed into a level.
The Canvas gained a MaskColor property that forces all pixels in the
drawing to render as the same color. This is a visual-only effect, and
is used when dragging Doodads in so they render as "blueprints" instead
of their actual colors until they are dropped.
Fix the chunk bitmap cache system so it saves in the $XDG_CACHE_FOLDER
instead of /tmp and has better names. They go into
`~/.config/doodle/chunks/` and have UUID file names -- but they
disappear quickly! As soon as they are cached into SDL2 they are removed
from disk.
Other changes:
- UI: Add Hovering() method that returns the widgets that are beneath
a point (your cursor) and those that are not, for easy querying
for event propagation.
- UI: Add ability to return an ErrStopPropagation to tell the master
Scene (outside the UI) not to continue sending events to other
parts of the code, so that you don't draw pixels during a drag
event.
Add the JSON format for embedding Actors (Doodad instances) inside of a
Level. I made a test map that manually inserted a couple of actors.
Actors are given to the Canvas responsible for the Level via the
function `InstallActors()`. So it means you'll call LoadLevel and then
InstallActors to hook everything up.
The Canvas creates sub-Canvas widgets from each Actor.
After drawing the main level geometry from the Canvas.Chunker, it calls
the drawActors() function which does the same but for Actors.
Levels keep a global map of all Actors that exist. For any Actors that
are visible within the Viewport, their sub-Canvas widgets are presented
appropriately on top of the parent Canvas. In case their sub-Canvas
overlaps the parent's boundaries, their sub-Canvas is resized and moved
appropriately.
- Allow the MainWindow to be resized at run time, and the UI
recalculates its sizing and position.
- Made the in-game Shell properties editable via environment variables.
The kirsle.env file sets a blue and pink color scheme.
- Begin the ground work for Levels and Doodads to embed files inside
their data via the level.FileSystem type.
- UI: Labels can now contain line break characters. It will
appropriately render multiple lines of render.Text and take into
account the proper BoxSize to contain them all.
- Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL
debug overlay and visualization options.
- Add debug overlay to "tag" each Canvas widget with some of its
details, like its Name and World Position. Can be enabled with the
environment variable DEBUG_CANVAS_LABEL=true
- Improved the FPS debug overlay to show in labeled columns and multiple
colors, with easy ability to add new data points to it.
Some of the constants in the `balance` package can be set at startup
time via environment variables. With this, you can customize the color
and style of the developer shell, turn on debugging visuals to outline
Canvas widgets, and more.
The parser is at `balance/debug.go` and human readable descriptions
are in the `balance/README.md`
Apart from putting the cached bitmaps in a better place, this about
finishes up the texture caching optimization and IT IS FAST!
When I spam drag a lot of pixels around the FPS may drop to the 40's but
once the caches are warmed up the FPS returns to 60 and stays there,
even if the screen is very busy with pixels.
An undocumented debug feature: set the environment variable
DEBUG_CHUNK_COLOR='#00FFFF' to set a bitmap background color besides
white to be used when caching the chunks. It helps to visualize where on
the screen the bitmaps are being used. May go away in the future.
Changes:
- Found that the old default chunk size of 1000 was slow to generate
bitmap images to cache. The 100px test size was fast and 128 sounds
like a good middle ground number to pick for now.
- Fixed all the problems with scroll behavior and offset by inverting
the sign of the scroll behavior. Scrolling to the Right and Down
actually subtracts X,Y values instead of adds them.
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
Adds the `doodad` binary which will be a command line tool to work with
Doodads and Levels and assist with development.
The `doodad` binary has subcommands like git and the first command is
`convert` which converts between image files (PNG or BMP) and Doodle
drawing files (Level or Doodad). You can "screenshot" a level into a PNG
or you can initialize a new drawing from a PNG.
* Add a tab bar to the top of the Palette window that has two
radiobuttons for "Palette" and "Doodads"
* UI: add the concept of a Hidden() widget and the corresponding Hide()
and Show() methods. Hidden widgets are skipped over when evaluating
Frame packing, rendering, and event supervision.
* The Palette Window in editor mode now displays one of two tabs:
* Palette: the old color swatch palette now lives here.
* Doodads: the new Doodad palette.
* The Doodad Palette shows a grid of buttons (2 per row) showing the
available Doodad drawings in the user's config folder.
* The Doodad buttons act as radiobuttons for now and have no other
effect. TODO will be making them react to drag-drop events.
* UI: added a `Children()` method as the inverse of `Parent()` for
container widgets (like Frame, Window and Button) to expose their
children. The BaseWidget just returns an empty []Widget.
* Console: added a `repl` command that keeps the dev console open and
prefixes every command with `$` filled out -- for rapid JavaScript
console evaluation.
* Increase the default window size from 800x600 to 1024x768.
* Move the drawing canvas in EditorMode to inside the EditorUI where it can
be better managed with the other widgets it shares the screen with.
* Slightly fix Frame packing bug (with East orientation) that was causing
right-aligned statusbar items to be partially cropped off-screen. Moved a
couple statusbar labels in EditorMode to the right.
* Add `Parent()` and `Adopt()` methods to widgets for when they're managed
by containers like the Frame.
* Add utility functions to UI toolkit for computing a widget's Absolute
Position and Absolute Rect, by crawling all parent widgets and summing
them up.
* Add `lib/debugging` package with useful stack tracing utilities.
* Add `make guitest` to launch the program into the GUI Test.
The command line flag is: `doodle -guitest`
* Console: add a `close` command which returns to the MainScene.
* Initialize the font cache directory (~/.cache/doodle/fonts) but don't
extract the fonts there yet.
* Create a configuration directory to store the user's local levels
and doodads. On Linux this is at ~/.config/doodle
* Unify the file loading and saving functions: you can type into the
console "edit example" and it will open `example.level` from your
levels folder or else `example.doodad` from the doodads folder, in the
appropriate mode.
* You can further specify the file extension: `edit example.doodad` and
it will load it from the doodads folder only.
* Any slash characters in a file name are taken literally as a relative
or absolute path.
* The UI Save/Load buttons now share the same code path as the console
commands, so the `save` command always saves as a Doodad when the
EditorScene is in Doodad Mode.
Adds the first features to Edit Mode to support creation of Doodad
files! The "New Doodad" button pops up a prompt for a Doodad size
(default 100px) and configures the Canvas widget and makes a Doodad
struct instead of a Level to manage.
* Move the custom Canvas widget from `level.Canvas` to `uix.Canvas`
(the uix package is for our custom UI widgets now)
* Rename the `doodads.Doodad` interface (for runtime instances of
Doodads) to `doodads.Actor` and make `doodads.Doodad` describe the
file format and JSON schema instead.
* Rename the `EditLevel()` method to `EditDrawing()` and it inspects the
file extension to know whether to launch the Edit Mode for a Level or
for a Doodad drawing.
* Doodads can be edited by using the `-edit` CLI flag or using the
in-game file open features (including `edit` command of dev console).
* Add a `Scrollable` boolean to uix.Canvas to restrict the keyboard
being able to scroll the level, for editing Doodads which have a fixed
size.
* Edit Mode now uses the Level object itself to keep the drawing data
rather than pull its Palette and Chunks out, so it can hang on to more
information. The Canvas widget is given references to the
Level.Palette and Level.Chunker via Canvas.LoadLevel()
* Fix the handoff between Edit Mode and Play Mode. They pass the Level
object back and forth and the Filename, because it's not part of the
Level. You can save the map with its original settings after returning
from Play Mode.
* Fix the collision detection in Play Mode. It broke previously when
palettes were added because of the difference between a render.Point
and a level.Pixel and it couldn't easily look up coordinates. The new
Chunker system provides a render.Point lookup API.
* All pixels are solid for collision right now, TODO is to return Swatch
information from the pixels touching the player character and react
accordingly (non-solid, fire flag, etc.)
* Remove the level.Grid type as it has been replaced by the Chunker.
* Clean up some unused variables and functions.
Starts the implementation of the chunk-based pixel storage system for
levels and drawings.
Previously the levels had a Pixels structure which was just an array of
X,Y and palette index triplets. The new chunk system divides the map up
into square chunks, and lets each chunk manage its own memory layout.
The "MapAccessor" layout is implemented first which is a map of X,Y
coordinates to their Swatches (pointer to an index of the palette). When
serialized the MapAccessor maps the "X,Y": "index" similarly to the old
Pixels array.
The object hierarchy for the chunk system is like:
* Chunker: the manager of the chunks who keeps track of the ChunkSize
and a map of "chunk coordinates" to the chunk in charge of it.
* Chunk: a part of the drawing ChunkSize length square. A chunk has a
Type (of how it stores its data, 0 being a map[Point]Swatch and 1
being a [][]Swatch 2D array), and the chunk has an Accessor which
implements the underlying type.
* Accessor: an interface for a Chunk to provide access to its
pixels.
* MapAccessor: a "sparse map" of coordinates to their Swatches.
* GridAccessor: TBD, will be a "dense" 2D grid of Swatches.
The JSON files are loaded in two passes:
1. The chunks only load their swatch indexes from disk.
2. With the palette also loaded, the chunks are "inflated" and linked
to their swatch pointers.
Misc changes:
* The `level.Canvas` UI widget switches from the old Grid data type to
being able to directly use a `level.Chunker`
* The Chunker is a shared data type between the on-disk level format and
the actual renderer (level.Canvas), so saving the level is easy
because you can just pull the Chunker out from the canvas.
* ChunkSize is stored inside the level file and the default value is at
balance/numbers.go: 1000
The `level.Canvas` is a widget that holds onto its Palette and Grid and
has interactions to allow scrolling and editing the grid using the
swatches available on the palette.
Thus all of the logic in the Editor Mode for drawing directly onto the
root SDL surface are now handled inside a level.Canvas instance.
The `level.Canvas` widget has the following properties:
* Like any widget it has an X,Y position and a width/height.
* It has a Scroll position to control which slice of its drawing will be
visible inside its bounding box.
* It supports levels having negative coordinates for their pixels. It
doesn't care. The default Scroll position is (0,0) at the top left
corner of the widget but you can scroll into the negatives and see the
negative pixels.
* Keyboard keys will scroll the viewport inside the canvas.
* The canvas draws only the pixels that are visible inside its bounding
box.
This feature will eventually pave the way toward:
* Doodads being dropped on top of your map, each Doodad being its own
Canvas widget.
* Using drawings as button icons for the user interface, as the Canvas
is a normal widget.