Commit Graph

41 Commits

Author SHA1 Message Date
546b5705db Detect touchscreen and tweak some behaviors 2022-09-24 17:45:54 -07:00
ec0b5ba6ca Rename Go module 2022-09-24 15:17:25 -07:00
4efa8d00fc Fancy Mouse Cursors
The gamepad mouse cursor has become THE mouse cursor. It is always visible and your
real cursor is hidden, and this way the game can swap out other cursors for certain
scenarios:

* The Pencil Tool in the editor will use a pencil cursor over the level canvas.
* The Flood Tool has a custom Flood cursor so you don't forget it's selected!

Other improvements:

* The Palette buttons in the editor now render using their swatch's pattern
  instead of only using its color.
* If you have an ultra HD monitor and open a Bounded level in the editor which
  is too small to fill your screen, the editor canvas limits its size to fit
  the level (preferable over showing parts of the level you can't actually play
  as it's out of bounds).
* The "brush size" box is only drawn around the cursor when a relevant tool is
  selected (Pencil, Line, Rect, Ellipse, Eraser)
2022-05-04 22:38:26 -07:00
9cdc7260bb Prepare v0.12.1 for release 2022-04-16 17:50:40 -07:00
4de0126b19 Game Controller Support
Adds support for Xbox and Nintendo style game controllers. The gamepad
controls are documented on the README and in the game's Settings window.

The buttons are not customizable yet, except that the player can choose
between two button styles:

* X Style (default): "A" button is on the bottom and "B" on the right.
* N Style: swaps the A/B and the X/Y buttons to use a Nintendo-style
  layout instead of an Xbox-style.
2022-02-19 18:31:22 -08:00
cbd7816fdf Easter Egg: RiveScript Chatbot
The Default handler of the developer command shell now calls out to
RiveScript to match the user's message to a friendly reply. If
RiveScript returns NoReplyMatched then give the "command not found"
error.
2022-01-08 19:21:08 -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
0ec259b171 Crosshair Option + Doodad Editor crash fix
* The level scroll logic was getting a null pointer crash if you open a
  doodad rather than a level file.
* Add a crosshair option to the level editor, configurable in the Game
  Settings window.
2021-10-11 15:57:33 -07:00
0a8bce708e Actor Zoom + Experimental Settings GUI
Improvements to the Zoom feature:
* Actor position and size within your level scales up and down
  appropriately. The canvas size of the actor is scaled and its canvas
  is told the Zoom number of the parent so it will render its own
  graphic scaled correctly too.

Other features:
* "Experimental" tab added to the Settings window as a UI version of the
  --experimental CLI option. The option saves persistently to disk.
* The "Replace Palette" experimental feature now works better. Debating
  whether it's a useful feature to even have.
2021-09-11 21:18:22 -07:00
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
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
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
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
1f274e0ca6 Changelog and Prepare v0.5.0 for Release 2021-03-31 19:16:33 -07:00
c78cd38c1d Add chdir option for Flatpak
* The --chdir CLI option to doodle will set a working directory for the
  game to switch to on startup. Flatpak builds place the files at
  /app/share/doodle where the ./rtp and ./guidebook files are relative
  to and this allows the game to find its sound effects and such.
2020-12-28 18:32:55 -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
bc02f2c685 Convert to use Go modules 2020-11-15 15:20:15 -08:00
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
5f75168235 Command-line flag for window resolution
* Added a --window flag to the game executable to specify the startup
  window resolution. Either specify an exact size (e.g. 1024x768) or a
  special keyword "desktop", "mobile" or "landscape"
* Default size is "desktop" or 1024x768
* Mobile simulates a smartphone form factor of 375x812
* Landscape is mobile but flipped horizontally.
* Doodle UX isn't great on mobile but this is a step towards working on
  mobile friendly UI
2020-06-17 18:21:15 -07:00
eae7258ce1 Modernize usage of urfave/cli 2020-06-04 23:11:03 -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
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
ea0b41a781 Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
3d08291bc5 Demo Running Level as Title Screen Wallpaper
* Load SDL2 fonts from go-bindata storage so we don't have to ship
  external font files on disk.
* Dedupe names of doodads so we don't show double on the front-end
  (go-bindata bundled doodads + those on local filesystem)
* Use go-bindata for accessing wallpaper images.
* Better flashed messages walking you through the Link Tool.
* Stylize the title screen (MainScene) by rendering a live example level
  as the background wallpaper, with mobile doodads in motion.
2019-06-27 22:59:36 -07:00
1150d6d3e9 Add Branding Module for Centralized Game Info
* Moves the game's Title, Summary and Version into pkg/branding where it
  is centrally controlled.
2019-06-23 17:52:48 -07:00
61af068b80 Load Balance Collision and Actor Loop Across CPU Cores
* Add sync.WaitGroup to some parts of the level collision detection
  function and Canvas.Loop() to speed up the frame rate by load
  balancing some work in parallel across multiple cores.
* Improves FPS from 30 to 55+ even for busy scenes with lots of mobile
  enemies walking around.
* Before the level collision optimization, framerate would sometimes dip
  to 30 FPS simply to move the player character on a completely blank
  map!
2019-05-06 17:06:40 -07:00
693664db6c Shareware Build Flags
* Build the app with -tags="shareware" to compile the free/shareware
  build of the game.
* `make build-free` compiles both binaries to the bin/ folder in
  shareware mode.
* The constant balance.FreeVersion is true in the shareware build and
  all functionality related to the Doodad Editor UI mode is disabled
  in this build mode.
2019-04-19 17:23:37 -07:00
5c08577214 Port over code from old collision dev PR 2019-04-09 19:17:56 -07:00
2b42a072a0 Code Layout Refactor
* All private Doodle source code into the pkg/ folder.
* Potentially public code into the lib/ folder.
* Centralize the logger into a subpackage.
2019-04-09 17:35:44 -07:00
bca848d534 Wallpapers and Bounded Levels
Implement the Wallpaper system into the levels and the concept of
Bounded and Unbounded levels.

The first wallpaper image is notepad.png which looks like standard ruled
notebook paper. On bounded levels, the top/left edges of the page look
as you would expect and the blue lines tile indefinitely in the positive
directions. On unbounded levels, you only get the repeating blue lines
but not the edge pieces.

A wallpaper is just a rectangular image file. The image is divided into
four equal quadrants to be the Corner, Top, Left and Repeat textures for
the wallpaper. The Repeat texture is ALWAYS used and fills all the empty
space behind the drawing. (Doodads draw with blank canvases as before
because only levels have wallpapers!)

Levels have four options of a "Page Type":
- Unbounded       (default, infinite space)
- NoNegativeSpace (has a top left edge but can grow infinitely)
- Bounded         (has a top left edge and bounded size)
- Bordered        (bounded with bordered texture; NOT IMPLEMENTED!)

The scrollable viewport of a Canvas will respect the wallpaper and page
type settings of a Level loaded into it. That is, if the level has a top
left edge (not Unbounded) you can NOT scroll to see negative coordinates
below (0,0) -- and if the level has a max dimension set, you can't
scroll to see pixels outside those dimensions.

The Canvas property NoLimitScroll=true will override the scroll locking
and let you see outside the bounds, for debugging.

- Default map settings for New Level are now:
  - Page Type: NoNegativeSpace
  - Wallpaper: notepad.png (default)
  - MaxWidth: 2550  (8.5" * 300 ppi)
  - MaxHeight: 3300 ( 11" * 300 ppi)
2018-10-27 22:35:06 -07:00
f18dcf9c2c Move Editor Canvas Into UI + UI Improvements
* Increase the default window size from 800x600 to 1024x768.
* Move the drawing canvas in EditorMode to inside the EditorUI where it can
  be better managed with the other widgets it shares the screen with.
* Slightly fix Frame packing bug (with East orientation) that was causing
  right-aligned statusbar items to be partially cropped off-screen. Moved a
  couple statusbar labels in EditorMode to the right.
* Add `Parent()` and `Adopt()` methods to widgets for when they're managed
  by containers like the Frame.
* Add utility functions to UI toolkit for computing a widget's Absolute
  Position and Absolute Rect, by crawling all parent widgets and summing
  them up.
* Add `lib/debugging` package with useful stack tracing utilities.
* Add `make guitest` to launch the program into the GUI Test.
  The command line flag is: `doodle -guitest`
* Console: add a `close` command which returns to the MainScene.
* Initialize the font cache directory (~/.cache/doodle/fonts) but don't
  extract the fonts there yet.
2018-10-08 10:38:49 -07:00
cfe26cb964 Add configdir and unify file loading/saving
* Create a configuration directory to store the user's local levels
  and doodads. On Linux this is at ~/.config/doodle
* Unify the file loading and saving functions: you can type into the
  console "edit example" and it will open `example.level` from your
  levels folder or else `example.doodad` from the doodads folder, in the
  appropriate mode.
* You can further specify the file extension: `edit example.doodad` and
  it will load it from the doodads folder only.
* Any slash characters in a file name are taken literally as a relative
  or absolute path.
* The UI Save/Load buttons now share the same code path as the console
  commands, so the `save` command always saves as a Doodad when the
  EditorScene is in Doodad Mode.
2018-10-02 10:11:38 -07:00
a7fd3aa1ca Doodad Edit Mode: Saving and Loading From Disk
Adds the first features to Edit Mode to support creation of Doodad
files! The "New Doodad" button pops up a prompt for a Doodad size
(default 100px) and configures the Canvas widget and makes a Doodad
struct instead of a Level to manage.

* Move the custom Canvas widget from `level.Canvas` to `uix.Canvas`
  (the uix package is for our custom UI widgets now)
* Rename the `doodads.Doodad` interface (for runtime instances of
  Doodads) to `doodads.Actor` and make `doodads.Doodad` describe the
  file format and JSON schema instead.
* Rename the `EditLevel()` method to `EditDrawing()` and it inspects the
  file extension to know whether to launch the Edit Mode for a Level or
  for a Doodad drawing.
* Doodads can be edited by using the `-edit` CLI flag or using the
  in-game file open features (including `edit` command of dev console).
* Add a `Scrollable` boolean to uix.Canvas to restrict the keyboard
  being able to scroll the level, for editing Doodads which have a fixed
  size.
2018-09-26 10:07:22 -07:00
e1cbff8c3f Add Palette Window and Palette Support to Edit Mode
* Add ui.Window to easily create reusable windows with titles.
* Add a palette window (panel) to the right edge of the Edit Mode.
  * Has Radio Buttons listing the colors available in the palette.
* Add palette support to Edit Mode so when you draw pixels, they take
  on the color and attributes of the currently selected Swatch in your
  palette.
* Revise the on-disk format to better serialize the Palette object to
  JSON.
* Break Play Mode: collision detection fails because the Grid key
  elements are now full Pixel objects (which retain their Palette and
  Swatch properties).
  * The Grid will need to be re-worked to separate X,Y coordinates from
    the Pixel metadata to just test "is something there, and what is
    it?"
2018-08-10 17:19:47 -07:00
30be42c343 Abstract away all SDL logic into isolated package 2018-07-21 17:12:22 -07:00
90f1704886 Add initial Play scene 2018-06-20 19:00:46 -07:00
27fafdc96d Save and restore maps as JSON files
First pass at a level storage format to save and restore maps.

To save a map: press F12. It takes a screenshot PNG into the
screenshots/ folder and outputs a map JSON in the working directory.

To restore a map: "go run cmd/doodle/main.go map.json"
2018-06-17 10:31:44 -07:00
b7751507e4 Stabilize frame rate, add debug overlay 2018-06-16 19:59:23 -07:00
33e8cff79f Some initial pixel drawing with the mouse 2017-10-26 19:26:54 -07:00
8c884d4cab Initial commit 2017-10-26 18:03:11 -07:00