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)
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.
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.
* 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.
* 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.
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.
* 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
* 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.
* 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.
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.
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.
* 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.
* 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.
* 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.
* 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
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.
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.
* 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.
* 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!
* 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.
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)
* 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.
* 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.
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.
* 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?"
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"