Commit Graph

139 Commits

Author SHA1 Message Date
3486050702 Go 1.16 embed instead of go-bindata
* 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
2021-07-13 18:04:25 -07:00
26b1ac88dd Shift to scroll slowly + Doodads on Q
* Holding Shift while pressing arrow keys in the editor will scroll by
  just 1 pixel per tick to aid in precise debugging with the Zoom In/Out
  feature.
* The keybinds used in canvas_editable.go to catch the arrow keys are
  updated to use our nice keybind package. As a consequence, the WASD
  keys will also scroll the level.
* The "d for Doodads" keybind is renamed "q" so as not to open the
  Doodads window whenever scrolling right using the WASD keys.
2021-07-13 18:04:25 -07:00
37f6177a17 Zoom In/Out Feature: WorldIndexAt Fixed
WorldIndexAt() translates the pixel below the mouse cursor in screen
space (0,0 at top-left corner of the application window) into a world
coordinate in the level shown inside the canvas, taking into account the
canvas's position on the window and the scroll position.

It now translates correctly when zoom In or Out, so the "Abs:" mouse
position level in the status bar shows correctly.

Zoom features that are still jank:

- Scrolling while zoomed in, the chunks to the top/left start unloading
  too rapidly and outpacing the scroll, eventually level is invisible
- Drawing and committing pixels to the image while zoomed in/out is
  unpredictable where the pixels actually land.
- Actors in the level don't move or zoom at all.
2021-07-13 18:04:25 -07:00
ed492a4451 Progress on the Zoom In/Out Feature
* Got the level chunks AND the wallpaper to both scale UP and DOWN
  consistently together.
* Trying to draw new pixels while zoomed in/out ends up offsetting the
  pixels by 2X still. Still seems an issue between screen coordinates
  and world coordinates. Zoom in 2X and try and draw a line 64px from
  the corners of the screen? The committed line appropriately lands at
  the 64px coord on the level data but, zoomed in, it appears 2X to the
  right on the screen from where I dropped the cursor!
* When zooming OUT, the limit on number of chunks the viewport will try
  and render is not increased, leaving dead space in the screen; more
  chunks should render when there's room.
2021-07-11 21:54:28 -07:00
0af4dd40bc Bugfix (Windows): Bindata wallpapers weren't resolving
* The Windows build of v0.6.0 couldn't load embedded wallpapers such as
  legal.png when asked, but could load the hard-coded default.png
* Root cause was the filesystem.FindFile() checking for path separators
  in the filepath, and on Win32 this is \ but the internal wallpaper
  paths use /
2021-07-11 14:09:18 -07:00
1105d9312a Updater: Better SemVer version checks for updates
* Instead of a simple "cur. ver != latest ver" check, parse the Major,
  Minor and Patch components and do a detailed check.
* So a x.x.1 release could be made for a specific platform that had a
  bad build, and it won't mind when it sees the latest version is the
  older x.x.0 build that other platforms had working fine.
2021-07-11 14:09:18 -07:00
99c93dc174 Fix Profile Directory file:// URI for Windows 2021-06-20 13:21:47 -07:00
53123dff1d Prepare v0.7.0 for release 2021-06-20 13:10:23 -07:00
386e0b2b0c Brighten Patterns + Update Default Palettes
* The pattern textures for level palettes have been brightened and work
  better with bright colors.
* The three default palettes for new levels now have patterns applied to
  each of their colors.
* Bugfix around resetting keybind states for Zoom In/Out, Scroll to
  Origin and Reset Zoom Level bindings.
2021-06-20 10:42:51 -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
d0cfa50625 Hook up keybinds like Ctrl-N, Ctrl-S
* Menu keybinds that weren't working before, like Ctrl-N, Ctrl-S, Ctrl-O
  to create and open levels are now working.
2021-06-17 19:43:30 -07:00
dce32ea14b Diverge Free vs. Paid Features
* Free (shareware) versions of the game will not be able to Publish
  Levels (attach custom doodads to the level file) and they will not be
  able to load a level which relies on embedded doodads.
* The UI for the Publish Level window is still available, but clicking
  on the confirm button will just open the Register (License) window.
* When loading a level containing embedded doodads: if some can't load
  because they're embedded and you're using the free version of the
  game, the error message is customized to reflect that.
2021-06-16 22:35:01 -07:00
0449737607 License Key Registration with ECDSA JWT Tokens
* New command-line tool: doodle-admin for signing license keys for
  users. Includes functions to initialize a keypair, sign license keys
  and validate existing keys.
* The Main Menu screen shows a blue "Register Game" button in the bottom
  right corner of the screen, for unregistered users only.
* In Edit Mode, there is a "Help -> Register" menu item that opens the
  License Window.
* The License UI Window lets the user select the license.key file to
  register the game with. If registered, a copy of the key is placed in
  Doodle's profile directory and the licensee name/email is shown in the
  License UI window.
* Unregistered games will show the word "(shareware)" next to the title
  screen version number and Edit Mode status bar.
* No restrictions are yet placed on free versions of the game.
2021-06-16 21:56:30 -07:00
d6f86487f5 Horizontal Toolbars Option for Editor Mode
On small screen sizes like the Pinephone, the toolbars in the Level
Editor are best made horizontal across the top and bottom of the screen
leaving more room for the drawing.

Enable it with a boolProp for now, and then reopen the level editor:

    boolProp horizontalToolbars true

When launching `doodle -w mobile` it will automatically enable this
option.
2021-06-13 21:23:26 -07:00
e6b71f5512 Fix Scroll-Follow-Actor Behavior
* The scrollbox by which the game follows the player character has been
  revised, it is now an offset away from the window's center instead of
  fixed pixel distances from the window's edges.
* Mobile form-factor (Pinephone) now scrolls OK instead of jerking back
  and forth rapidly when moving left.
2021-06-13 20:25:42 -07:00
c5e3fc297c Manage Embedded Files In Levels
In the Level Editor, the "Level->Attached files" menu opens the
FileSystem Window, which shows a paginated list of attached files and a
"Delete" button to remove them.

- Custom doodads which also exist locally can be deleted from the
  level's filesystem at any time.
- If a custom doodad does NOT exist locally, and one of them is still
  placed somewhere within the level, you can not delete it.
- You can't delete the custom wallpaper image IF the level is still
  using it. Change to a default wallpaper and then you can delete the
  custom wallpaper image.
2021-06-13 16:03:32 -07:00
7093b102e3 Embeddable Doodads In Levels
* The Publisher is all hooked up. No native Save File dialogs yet, so
  uses the dev shell Prompt() to ask for output filename.
* Custom-only or builtin doodads too can be stored in the level's file
  data, at "assets/doodads/*.doodad"
* When loading the embedded level in the Editor: it gets its custom
  doodads out of its file, and you can drag and drop them elsehwere,
  link them, Play Mode can use them, etc. but they won't appear in the
  Doodad Dropper if they are not installed in your local doodads
  directory.
* Fleshed out serialization API for the Doodad files:
  - LoadFromEmbeddable() looks to load a doodad from embeddable file
    data in addition to the usual places.
  - Serialize() returns the doodad in bytes, for easy access to embed
    into level data.
  - Deserialize() to parse and return from bytes.
* When loading a level that references doodads not found in its embedded
  data or the filesystem: an Alert modal appears listing the missing
  doodads. The rest of the level loads fine, but the actors referenced
  by these doodads don't load.
2021-06-13 14:59:03 -07:00
d9bca2152a WIP Publish Dialog + UI Improvements
* 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.
2021-06-10 22:36:22 -07:00
eb24858830 Brush Pattern Textures
Palette swatches gain a new property: Pattern.

Patterns are grayscale textures that the swatch color will sample
against when drawing pixels to the level, by taking the world coordinate
modulo a value inside the texture.

A few algorithms were tried (Screen, Overlay), this branch lands on one
that tries to cast the color from grayscale which comes out rather dark;
to get a patterned color to look black while still seeing the pattern,
the color needs to be as bright as #777 to get the effect.
2021-06-09 22:36:32 -07:00
e8388fafad Title Screen: Lazily scroll the demo level
Adds a lazy scroll algorithm that basically:
- Zigzags right/down a certain distance, then up again
- Then enters a bounce phase where it bounces off the level
  boundaries like a screensaver.

Arrow keys can still scroll the level manually, but the
automated scroll takes over otherwise.
2021-06-08 21:12:30 -07:00
8d3fc41e43 New Default Wallpapers
* Graph paper, Dotted paper, and secret Blue Notebook
2021-06-06 19:22:53 -07:00
640e75ba4d Custom Wallpapers for Levels
* You can now browse for a custom wallpaper image to use with your
  levels. A platform-native file picker dialog is used (no WASM support)
* In the New/Edit Level Properties dialog, the Wallpaper drop-down
  includes an option to browse for a custom map.
* When editing an existing level: the wallpaper takes effect immediately
  in your level once the file is picked. For NEW levels, the wallpaper
  will appear once the "Continue" button is pressed.
* All common image types supported: png, jpeg, gif.
* The wallpaper is embedded in the level using the filepath
  "assets/wallpapers/custom.b64img" as a Base64-encoded blob of the
  image data.
* The `doodad show` command will list the names and sizes of files
  embedded in levels. `doodad show --attachment <name>` will get an
  attachment and print it to the console window.
* To extract a wallpaper image from a level:
  `doodad show -a assets/wallpapers/custom.b64img | base64 -d > out.png`
2021-06-06 18:59:04 -07:00
ba29f407cc SelectBoxes in Add/Edit Level Window
* Replace the radio buttons for Page Type and Wallpaper with the new
  SelectBox widgets from the UI toolkit.
* Choice of default palette also switched from a MenuButton to
  a SelectBox widget.
* Experimental "Browse..." option added to the Wallpaper drop-down when
  run in --experimental mode; not yet functional.
2021-06-06 14:32:52 -07:00
3d8eedce35 Choice of palette when creating a new level
* In the "New Level" dialog, a "Palette:" option shows a MenuButton
  drop-down with options: Default, Colored Pencil, and Blueprint. These
  control the set of colors the new level starts with.
2021-06-05 20:51:20 -07:00
be47dc21c7 Decouple gravity from player velocities 2021-06-02 22:18:25 -07:00
d470f7e647 Collision: Fix walking up leftward slopes
* Actors can now walk up gentle inclines to the left as well as they can
  to the right. The bug was introduced as a hack to prevent clipping
  thru the left wall of a 90 degree corner, but that problem seems
  resolved now.
2021-06-02 21:49:29 -07:00
d14eaf7df2 Collision Box Updates
* The F4 key to draw collision boxes works reliably again: it draws the
  player's hitbox in world-space using the canvas.DrawStrokes()
  function, rather than in screen-space so it follows the player
  reliably.
* The F4 key also draws hitboxes for ALL other actors in the level:
  buttons, enemies, doors, etc.
* The level geometry collision function is updated to respect a doodad's
  declared Hitbox from their script, which may result in a smaller box
  than their raw Canvas size. The result is tighter collision between
  doodads, and Boy's sprite is rather narrow for its square Canvas so
  collision on rightward geometry is tighter for the player character.
* Collision checks between actors also respect the actor's declared
  hitboxes now, allowing for Boy to get even closer to a locked door
  before being blocked.
2021-06-02 20:50:28 -07:00
9b80d38c3e App rename + macOS Build Fixes 2021-05-02 12:06:34 -07:00
0fedcf4fcb Adjust ScrollboxVert and Prepare v0.5.0 for Release 2021-03-31 19:27:40 -07:00
1f274e0ca6 Changelog and Prepare v0.5.0 for Release 2021-03-31 19:16:33 -07:00
76b7dfa4f8 Various updates
New doodad interactions:
* Sticky Buttons will emit a "sticky:down" event to linked doodads, with
  a boolean value showing the Sticky Button's state.
* Normal Buttons will listen for "sticky:down" -- when a linked Sticky
  Button is pressed, the normal Button presses in as well, and stays
  pressed while the sticky:down signal is true.
* When the Sticky Button is released (e.g. because it received power
  from another doodad), any linked buttons which were sticky:down
  release as well.
* Switch doodads emit a new "switch:toggle" event JUST BEFORE sending
  the "power" event. Sensitive Doodads can listen for switches in
  particular this way.
* The Electric Door listens for switch:toggle; if a Switch is activated,
  the Electric Door always flips its current state (open to close, or
  vice versa) and ignores the immediately following power event. This
  allows doors to toggle on/off regardless of sync with a Switch.

Other changes:
* When the player character dies by fire, instead of the message saying
  "Watch out for fire!" it will use the name of the fire swatch that
  hurt the player. This way levels could make it say "Watch out for
  spikes!" or "lava" or whatever they want. The "Fire" attribute now
  just means "instantly kills the player."
* Level Editor: You can now edit the Title and Author name of your level
  in the Page Settings window.
* Bugfix: only the player character ends the game by dying in fire.
  Other mobile doodads just turn dark but don't end the game.
* Increase the size of Trapdoor doodad sprites by 150% as they were a
  bit small for the player character.
* Rename the game from "Project: Doodle" to "Sketchy Maze"
2021-03-30 23:40:41 -07:00
837960c477 Doodads: Small Key Door + Bigger Crumbly Floor
* The crumbly floor doodad was made 50% larger.
* New doodad: Small Key and Small Key Door. These work like the colored
  doors and locks except each Small Key is consumed when it unlocks a
  door. The door's appearance is of iron bars.
* The inventory HUD displays a small quantity label in the lower-right
  corner of items that have a quantity, such as the Small Key. This is
  done as a Canvas.CornerLabel string attribute on uix.Canvas.
* The "give all keys" cheat adds 99 Small Keys to your inventory.
2021-01-03 17:06:33 -08:00
3892087932 Doodads: Use Key and Working Warp Doors
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a
  collision event doing so.
* Warp Doors are now functional: the player opens a door, disappears,
  the door closes; player is teleported to the linked door which opens,
  appears the player and closes.
* If the player exits thru a Blue or Orange door which is disabled
  (dotted outline), the door still opens and drops the player off but
  returns to a Disabled state, acting as a one-way door.
* Clean up several debug log lines from Doodle and doodad scripts.
2021-01-03 15:19:21 -08:00
2c1185cc9f Doodads: Warp Doors, Bird, Larger State Blocks
* The blue and orange ON/OFF state blocks have all been increased in
  size to better match the player character (42x42 up from 33x33)
* Added a new mob: the Red Bird. It flies back and forth while
  maintaining its altitude, similar to the Red Azulian. Planned AI
  behavior is to divebomb the player when it gets close. Dive sprites
  are included but not yet hooked up in JavaScript.
* Warp Doors! (WIP). They have a golden "W" on them and come in three
  varieties: Brown, Blue and Orange. The blue and orange ones are
  sensitive to the State Block and will become dotted outlines when
  inactive (and can not be entered in this state). The door opens for
  the player character, makes him disappear, then closes again. The plan
  is it will then warp you to the location of a linked Warp Door
  elsewhere on the level, but for now it will just make the player
  re-appear after completing the Close Door animation.
2020-12-29 20:31:35 -08:00
9529980ee4 Update changelog for v0.4.0-alpha 2020-11-20 23:35:37 -08:00
8eb3ab51d3 Fixup some developer console commands 2020-11-20 22:53:38 -08:00
6cd5f17e9b Prepare v0.4.0 for release 2020-11-19 20:51:02 -08:00
6e40d58010 WIP Zoom Tool
* Added Feature Flag support, run doodle with --experimental to enable
  all flags. Eraser Tool is behind a feature flag now.
* + and - on the top row of keyboard keys will zoom the drawing in and
  out in Edit Mode. The wallpaper zooms nicely enough, but level
  chunkers need work.
* A View menu is added with Zoom in/out, reset zoom, and scroll to
  origin options. The whole menu is behind the Zoom feature flag.
* Update README with lots of details for fun debug mode options to play
  around with.
2020-11-19 20:09:15 -08:00
24aef28a0d Centralize Keybinds, Improve Menus
* pkg/keybinds holds central functions to check global keybinds, like
  DebugOverlay (F3), Undo (Ctrl-Z), GotoPlay/GotoEdit (p/e), etc.
* The Tools menu in the editor mode lists out more options to select
  various drawing tools (line, pencil, etc.) - and showing the hotkey
  for each tool.
2020-11-17 18:22:48 -08:00
190d4be1b6 Layer Selection Window for Doodad Editor
* When editing a doodad in the Editor Mode, the toolbar has a "Lyr."
  button that opens the Layers window.
* The Layers window allows switching the active doodad layer that you
  are drawing on, as well as create and rename layers.
* With this feature, Doodads may be fully drawn in-game, including
  adding alternate named layers for animations and multiple-state
  doodads.
* Update the Pager component to have a configurable MaxPageButtons.
  Controls that have more pages than this limit will stop having buttons
  drawn after the limit. The "Forward" and "Next" buttons can still
  navigate into the extra pages.
* Refactored and centralized the various popup windows in Editor Mode
  into editor_ui_popups.go; the SetupPopups() and various methods such
  as ShowPaletteWindow() and ShowDoodadDropper() make management of
  popups simple for the editor_ui!
* The Menu Bar in Editor Mode now has context-specific tools in the
  Tools menu: the Doodad Dropper for levels and Layers for doodads.
* Bugfix the Palette Editor window to work equally between Levels and
  Doodads, by only having it care about the Palette and not the Level
  that owns it.
2020-11-16 23:23:21 -08:00
336a949ed0 Global UI Popup Modals
* 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.
2020-11-15 18:02:35 -08:00
bc02f2c685 Convert to use Go modules 2020-11-15 15:20:15 -08:00
6241bfe415 Prepare v0.3.0 for release 2020-09-18 22:52:05 -07:00
71b3eafbe4 Add Player Character Sprites
* Added initial walking sprites for the player character, "Boy."
* Player doodad filename and title screen level are now configurable in
  the balance/numbers.go package.
2020-09-18 22:35:43 -07:00
6d8aa387d7 WIP Game Settings Window, WASM Fixes, Sound FX
* Add sound effect and music support to Doodle.
* Fix WASM build to use the 'null' sound driver for now.
* Add a Settings button to the main menu; UI for it is WIP.
2020-09-01 20:54:58 -07:00
47cca8c7c6 Palette Editor and Doodad Dropper Windows
* Start the program window maximized with the `-w maximized` CLI option.
* Move the Doodad Palette off the right-side dock of the Editor Scene and
  into its own pop-up window: the DoodadDropper.
* Shrink the width of the Color Palette panel and show only the colors in
  the buttons. The name of the swatch is available in the mouse-over tooltip.
* Added an "Edit" button to the Color Palette. It opens a Palette Editor
  window where you can rename, change colors and attributes of existing colors
  OR insert new colors into your palette. (Deleting colors not yet supported).
* level.Chunker gets a Redraw method: invalidates all cached textures of all
  chunks forcing the level to redraw itself, possibly with an updated palette.
2020-07-09 19:38:37 -07:00
dabf88dff8 Prepare v0.2.0-alpha for release 2020-06-06 20:52:29 -07:00
de896c93e6 Add dummy bindata Go package to help new setup experience 2020-06-04 22:43:37 -07:00
2c032f1df7 Menu Bar Update
* Integrate the new ui.MenuBar into the Editor Scene.
  * File: New Level/Doodad, Save [as], Open, Close, Exit
  * Edit: Undo, Redo, Level options
  * Level: Playtest
  * Tools: Debug overlay, Command shell
  * Help: User Manual, About
* Add an About dialog accessible from the Help menu.
2020-06-04 21:55:54 -07:00
27896a9253 Add Initial Sound Effects
Adds support for sound effects in Doodle and configures some for various
doodads to start out with:

* Buttons and Switches: "Clicked down" and "clicked up" sounds.
* Colored Doors: an "unlocked" sound and a "door opened" sound.
* Electric Door: sci-fi sounds when opening and closing.
* Keys: sound effect for collecting keys.

JavaScript API for Doodads adds a global function `Sound.Play(filename)`
to play sounds. All sounds in the `rtp/sfx/` folder are pre-loaded on
startup for efficient use in the app. Otherwise sounds are lazy-loaded
on first playback.
2020-05-22 20:07:48 -07:00