* Player character now experiences acceleration and friction when
walking around the map!
* Actor position and movement had to be converted from int's
(render.Point) to float64's to support fine-grained acceleration
steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
for render.Point. Vector is used for uix.Actor.Position() for the sake
of movement math. Vector is flattened back to a render.Point for
collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
can have a Position that's a Vector instead of a Point). This broke
some code that expected `.Doodad` to directly reference the
Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
collision, where it uses its own slimmer Actor interface for just the
relevant methods it needs.
* Added an inventory system for actors as a replacement to the arbitrary
key/value data store. Colored keys now add themselves to the player's
inventory, and colored doors check the inventory.
* Inventory is a map[string]int between doodad filenames
(red-key.doodad) and quantity (0 for key items/unlimited qty).
* API methods to add and remove inventory.
* Items HUD appears in Play Mode in lower-left corner showing doodad
sprites of all the items in the Player's inventory.
* Revamped the sprites for the four colored locked doors. They now have
a side-view profile perspective rather than a front view.
* Doors open facing the left or the right based on what direction the
colliding actor approached it from.
* The `doodad edit-doodad` command now allows setting custom key/value
tags in doodad files, for extra data storage useful to their scripts.
* Colored keys and doors now store a `color` tag with the appropriate
color so that their scripts don't have to parse their Title to find
that information.
* Trapdoors now store a `direction` tag to hold the direction the door
is facing.
* Recent collision update caused a regression where the player would get
"stuck" while standing on top of a solid doodad, unable to walk left
or right.
* When deciding if the actor is on top of a doodad, use the doodad's
Hitbox (if available) instead of the bounding box. This fixes the
upside-down trapdoor acting solid when landed on from the top, since
its Hitbox Y coordinate is not the same as the top of its sprite.
* Cheats: when using the noclip cheat in Play Mode, you can hold down
the Shift key while moving to only move one pixel at a time.
* Two-state Buttons now also subscribe to the state change message, so
other on/off buttons in the same level update to match the state of
the button that was hit.
* Add lock mutexes around the scripting engine to protect from
concurrent event handlers.
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.
* Discovered a bug where if you hit the Undo key to erase pixels and an
entire chunk became empty by it, the chunk would have rendering errors
and show as a solid black square instead of the level wallpaper
showing through.
* Chunks that have no pixels in them are culled from the chunker
immediately when you call a Delete() operation.
* The level file saver also calls a maintenance function to prune all
empty chunks upon saving the file. So existing levels with broken
chunks need only be re-saved to fix them.
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
* Update the Makefile to choose MacOS friendly `date` formats.
* Build the Windows doodle.exe binary as a GUI application to skip the
console window.
* Added Mac OS build instructions.
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
* Add the other trapdoor directions: Left, Right and Up.
* UI: Show a color square in each Palette Swatch button in Edit Mode.
* Instead of just the label like "solid", "fire", "decoration" it also
shows a square box colored as the swatch color. The label and box
are left-aligned in the button.
* Minor Play Mode physics update:
* The player jump is now limited: they may only continue to move
upwards for 20 ticks, after which they must touch ground before
jumping again.
* Remove the "press Down to move down" button. Only gravity moves you
down.
* Fix a crash in the Editor Mode when you dragged doodads on top of each
other. Source of bug was the loopActorCollision() function, which only
should be useful to Play Mode, and it expected the scripting engine to
be attached to the Canvas. In EditorMode there is no scripting engine.
* Add a Level Exit doodad, which for now is a little blue flag on a pole
that reads "END"
* JavaScript API: global function EndLevel() will end the level. The
exit doodad calls this when touched by the player.
* Add a "Level Completed" alert box UI to PlayScene with dynamic button
layouts.
* The alert box pops up when a doodad calls EndLevel() and contains
action buttons what to do next.
* "Play Again" restarts the current level again.
* "Edit Level" if you came from the EditorScene; otherwise this button
is not visible.
* "Next Level" is a to-be-implemented button to advance in the single
player story mode. Only shows up when PlayScene.HasNext=true.
* "Exit to Menu" is always visible and closes out to the MainScene.
* Refactor texture caching in render.Engine:
* New interface method: NewTexture(filename string, image.Image)
* WASM immediately encodes the image to PNG and generates a JavaScript
`Image()` object to load it with a data URI and keep it in memory.
* SDL2 saves the bitmap to disk as it did before.
* WASM: deprecate the sessionStorage for holding image data. Session
storage methods panic if called. The image data is directly kept in
Go memory as a js.Value holding an Image().
* Shared Memory workaround: the level.Chunk.ToBitmap() function is where
chunk textures get cached, but it had no access to the render.Engine
used in the game. The `pkg/shmem` package holds global pointers to
common structures like the CurrentRenderEngine as a work-around.
* Also shmem.Flash() so Doodle can make its d.Flash() function
globally available, any sub-package can now flash text to the screen
regardless of source code location.
* JavaScript API for Doodads now has a global Flash() function
available.
* WASM: Handle window resize so Doodle can recompute its dimensions
instead of scaling/shrinking the view.
* 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.
* 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 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.
* 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.
* 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.