* 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`
* 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.
* 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.
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"
* 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.
* With the Window Manager update you can open the Level Settings window
while editing a level, to change its wallpaper or page type. But you
could "draw" in the level "through" the opened window. This bug is now
fixed: if the cursor is on top of a managed UI window, the Canvas loop
is not called.
* 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