Commit Graph

10 Commits

Author SHA1 Message Date
d67c1cfcf1 Send User-Agent of version/os/arch on update check 2022-01-16 18:33:27 -08:00
672ee9641a Savegame and High Scores
* Adds pkg/savegame to store user progress thru Level Packs.
* The savegame.json is mildly tamper resistant by including a checksum
  along with the JSON body.
* The checksum combines the JSON string + an app secret (in savegame.go)
  + user specific entropy (stored in their settings.json). If the user
  modifies their save file and the checksum becomes invalid the game
  will not load the save file, acting like it didn't exist, resetting
  all their high scores.

Updates to the Story Mode window:

* On the LevelPacks list: shows e.g. "[completed 0 of 3 levels]" showing
  a user's progress thru the level pack.
* Below the levels on the Detail screen:
  * Shows an indicator whether the level is completed or not.
  * Shows high scores (fastest times beating the level)
  * Shows a padlock icon if levels are locked and the player hasn't
    reached them yet. Pops up an Alert modal if a locked level is
    clicked on.

Scoring is based around your fastest time elapsed to finish the level.

* Perfect Time (gold coin): player has not died during the level.
* Best Time (silver coin): player has continued from a checkpoint.

In-game an elapsed timer is shown in the top left corner along with the
gold or silver coin indicating if your run has been Perfect.

If the user enters any Cheat Codes during gameplay they are not eligible
to win a high score, but the level will still be marked as completed.
The icon next to the in-game timer disappears when a cheat code has been
entered.
2022-01-02 16:28:43 -08:00
d16a8657aa Window Icon, UI Polish
* SDL2 builds of the game now set their app window icon.
* Create/Edit Level window is updated to show a tabbed UI to create a
  new Level or a new Doodad. The dedicated main menu button to create a
  new doodad (which immediately prompted for its size) is replaced by
  this new tab's UI.
* Edit Drawing/Play Level window is more responsive to smaller screen
  sizes by drawing fewer columns of filenames.
* Bugfix: the Alert and Confirm modals always re-center themselves on
  screen, especially to adapt between Portrait or Landscape mode on a
  mobile device.
2021-12-30 16:31:45 -08:00
a112c19d76 Few small tweaks 2021-10-09 21:22:50 -07:00
1ac85c9297 Checkpoint Flag & Retry from Checkpoint
* New Doodad: Checkpoint Flag. They update the player's spawn point
  whenever the player passes one. The most recently activated
  checkpoint is rendered brighter than the others.
* End Level Modal: the fake alert box window drawn by the Play Mode
  is replaced with a fancy modal widget (similar to Alert and Confirm).
  It handles level victory or failure conditions and can show or hide
  all the buttons as needed.
* Gameplay: There is a "Retry from Checkpoint" option added, which
  appears in the level failure modal. It will teleport you back to
  the Start Flag or the last Checkpoint Flag you had touched, without
  resetting the level -- your keys, unlocked doors, etc. will be
  preserved so you can retry.
* Set a maximum speed on the "Camera Follows Actor" logic of 64
  pixels per tick. This results in a smoother scrolling transition
  when the player jumps to a new location on the map, such as by
  a Warp Door.
* Update the default color palettes:
    * All: Add a "hint" magenta color.
    * Colored Pencil: Add a "darkstone" solid color.

Updates to the Doodads JavaScript API:

* SetCheckpoint(Point(x, y)): set the player character's spawn
  position. Giving it Self.Position() is an easy way to set the
  player spawn to your doodad's location.
2021-08-15 20:17:53 -07:00
215ed5c847 Stabilize Load Screen by Deferring SDL2 Calls
* The loading screen for Edit and Play modes is stable and the risk of
  game crash is removed. The root cause was the setupAsync() functions
  running on a background goroutine, and running SDL2 draw functions
  while NOT on the main thread, which causes problems.
* The fix is all SDL2 Texture draws become lazy loaded: when the main
  thread is presenting, any Wallpaper or ui.Image that has no texture
  yet gets one created at that time from the cached image.Image.
* All internal game logic then uses image.Image types, to cache bitmaps
  of Level Chunks, Wallpaper images, Sprite icons, etc. and the game is
  free to prepare these asynchronously; only the main thread ever
  Presents and the SDL2 textures initialize on first appearance.
* Several functions had arguments cleaned up: Canvas.LoadLevel() does
  not need the render.Engine as (e.g. wallpaper) textures don't render
  at that stage.
2021-07-19 17:14:00 -07:00
d4e6d9babb Loading Screen
* pkg/loadscreen implements a global Loading Screen for loading heavy
  levels for playing or editing.
* All chunks in a level are pre-rendered to bitmap before gameplay
  begins, which reduces stutter as chunks were being lazily rendered on
  first appearance before.
* The loading screen can be played with in the developer console:
  $ loadscreen.Show()
  $ loadscreen.Hide()
  Along with ShowWithProgress(), SetProgress(float64) and IsActive()
* Chunker: separate the concerns between Bitmaps an (SDL2) Textures.
* Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image)
  and caches it, only re-rendering if marked as dirty.
* Chunker.Texture() will use the pre-cached bitmap if available to
  immediately produce the SDL2 texture.

Other miscellaneous changes:

* Added to the Colored Pencil palette: Sandstone
* Added "perlin noise" brush pattern

Note: this commit introduces instability and crashes:

* New `asyncSetup()` functions run on a goroutine, but SDL2 texture
  calls must run on the main thread.
* Chunker avoids this by caching bitmaps, not textures.
* Wallpaper though is unstable, sometimes works, sometimes has graphical
  glitches, sometimes crashes the game.
* Wallpaper.Load() and the *Texture() functions are where it crashes.
2021-07-18 21:19:52 -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
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