Commit Graph

9 Commits

Author SHA1 Message Date
405aaf509d Link Start Flags to Change Characters
New feature: link a Start Flag to another doodad in your level
and you will play as that doodad instead of Boy. All Creatures
are designed to be playable. Playing as "other" doodads leads
to interesting effects, like not being able to activate buttons,
switches, or warp doors and not having an inventory to pick up
keys. The Anvil is fun: it can destroy other mobile doodads by
jumping on them.

If the actor does not specify that it has gravity, the gameplay
starts in antigravity mode. This will be the vast majority of
non-mobile doodads and the Bird.

Other changes:

* The Blue and Red Azulians now share a doodad script.
* The Azulians AI is still to walk back and forth, pickup keys and
  press buttons. The Blue Azulian walks slower than the red one.
* The Blue Azulian is no longer hidden from the doodads list.
* Actor UUID values in levels are now V1 UUIDs (time-ordered).
  This will help to reliably resolve conflicts in draw order
  of overlapping doodads (newest added to level wins).
* Link Tool: clicking on a pair of already-linked doodads will
  now unlink them, so you don't have to delete one to delete
  the link.
* Actor Tool: deleting an actor immediately calls PruneLinks()
  to clean up any links that the deleted doodad might have.
2021-08-11 20:40:31 -07:00
d7a96d1770 Thief and Inventory APIs
This commit adds the Thief character with starter graphics
(no animations).

The Thief walks back and forth and will steal items from other
doodads, including the player. For singleton items that have no
quantity, like the Colored Keys, the Thief will only steal one
if he does not already have it. Quantitied items like the
Small Key are always stolen.

Flexibility in the playable character is introduced: Boy,
Azulian, Bird, and Thief all respond to playable controls.
There is not currently a method to enable these apart from
modifying balance.PlayerCharacterDoodad at compile time.

New and Changed Doodads

* Thief: new doodad that walks back and forth and will steal
  items from other characters inventory.
* Bird: has no inventory and cannot pick up items, unless player
  controlled. Its hitbox has also been fixed so it collides with
  floors correctly - not something normally seen in the Bird.
* Boy: opts in to have inventory.
* Keys (all): only gives themselves to actors having inventories.

JavaScript API - New functions available

* Self.IsPlayer() - returns if the current actor IS the player.
* Self.SetInventory(bool) - doodads must opt-in to having an
  inventory. Keys should only give themselves to doodads having
  an inventory.
* Self.HasInventory() bool
* Self.AddItem(filename, qty)
* Self.RemoveItem(filename, qty)
* Self.HasItem(filename)
* Self.Inventory() - returns map[string]int
* Self.ClearInventory()
* Self.OnLeave(func(e)) now receives a CollideEvent as parameter
  instead of the useless actor ID. Notably, e.Actor is the
  leaving actor and e.Settled is always true.

Other Changes

* Play Mode: if playing as a character which doesn't obey gravity,
  such as the bird, antigravity controls are enabled by default.
  If you `import antigravity` you can turn gravity back on.
* Doodad collision scripts are no longer run in parallel
  goroutines. It made the Thief's job difficult trying to steal
  items in many threads simultaneously!
2021-08-09 22:42:22 -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
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
38614ee280 Tighten Doodad JavaScript API, User Documentation
* Tightens up the surface area of API methods available to the
  JavaScript VMs for doodads. Variables and functions are carefully
  passed in one-by-one so the doodad script can only access intended
  functions and not snoop on undocumented APIs.
* Wrote tons of user documentation for Doodad Scripts: documented the
  full surface area of the exposed JavaScript API now that the surface
  area is known and limited.
* Early WIP code for the Campaign JSON
2020-04-21 23:50:45 -07:00
08e65c32b5 Overhaul the Platformer Physics System
* 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.
2020-04-04 21:00:32 -07:00
8965a7d86a Doodads: Crumbly Floor, Start Flag & State Blocks
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.
2019-12-30 18:13:28 -08:00
6af60f1128 Improve Collision Detection: More Active w/ Actors
* 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.
2019-07-16 21:07:38 -07:00
d28745f89e Mobile Enemy Doodad Test
* 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.
2019-05-06 16:30:45 -07:00