Commit Graph

409 Commits

Author SHA1 Message Date
618d4b07c5 WIP: Fix actor collisions with offset hitboxes
When an actor's Hitbox doesn't begin at 0,0 the collision checks between
boxes is buggy. Current progress:

* Player is a 32x64 size sprite with a hitbox of 0,32 32x32 (bottom half)
* Landing onTop works
* Hitting onBottom works
* Bug: colliding from the side currently pushes the player 32px down
  into the floor. With non-offset doodads walking sideways into e.g. a
  locked door halts the X and Y movement until you let go, but offset
  doodads get pushed down mysteriously.
2024-05-28 22:36:53 -07:00
1f00af5741 Collision Detection Fix + Doodad CLI Fixes
Fix collision detection when an actor's hitbox is offset from 0,0:

* Actors having a hitbox that didn't begin at X,Y 0,0 used to experience
  clipping issues with level geometry: because the game tracks their Position
  (top left corner of their graphical sprite) and their target position wasn't
  being correctly offset by their hitbox offset.
* To resolve the issue, an "ActorOffset" struct is added: you give it the
  original game's Actor (with its offset hitbox) and it will record the offset
  and give a mocked Actor for collision detection purposes: where the Position
  and Target can be offset and where its Hitbox claims to begin at 0,0 matching
  its offsetted Position.
* The translation between your original Actor and Offset Actor is handled at the
  boundary of the CollidesWithGrid function, so the main algorithm didn't need
  to be messed with and the game itself doesn't need to care about the offset.

Make some fixes to the doodad CLI tool:

* Fix palette colors being duplicated/doubled when converting from an image.
* The --palette flag in `doodad convert` now actually functions: so you can
  supply an initial palette.json with colors and attributes to e.g. mark which
  colors should be solid or fire and give them names. The palette.json doesn't
  need to be comprehensive: it will be extended with new distinct colors as
  needed during the conversion.
2024-05-27 15:14:00 -07:00
90414609a9 Update doodad tool documentation 2024-05-24 21:05:54 -07:00
57b757a378 Merge pull request 'RLE Compression for File Formats' (#95) from rle-compression into master
Reviewed-on: #95
2024-05-24 23:47:59 +00:00
f35bc48c05 Code cleanup for RLE compression 2024-05-24 16:43:11 -07:00
c7a3c7a797 Remove never-used GridType accessor + documentation [PTO]
* Add documentation for the game's file formats and RLE encoding
* Remove the never-used GridType Chunk Accessor constant
2024-05-24 16:06:43 -07:00
6be2f86b58 RLE Encoding Code Cleanup [PTO]
* For the doodad tool: skip the assets embed folder, the doodad binary doesn't
  need to include all the game's doodads/levelpacks/etc. and can save on file
  size.
* In `doodad resave`, .doodad files with Vacuum() and upgrade their chunker from
  the MapAccessor to the RLEAccessor.
* Fix a rare concurrent map read/write error in OptimizeChunkerAccessors.
2024-05-24 15:03:32 -07:00
4851730ccf Fix RLE Encoding Off-by-One Errors [PTO]
Levels can now be converted to RLE encoded chunk accessors and be re-saved
continuously without any loss of information.

Off-by-one errors resolved:

* The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129
  elements to a side for a 128 chunk size.
* In rle.Decompress() the cursor value and translation to X,Y coordinates is
  fixed to avoid a pixel going missing at the end of the first row (128,0)
* The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the
  chunks from scooting a pixel to the right on every save.

Doodad tool updates:

* Remove unused CLI flags in `doodad resave` (actors, chunks, script,
  attachment, verbose) and add a `--output` flag to save to a different file
  name to the original.
* Update `doodad show` to allow debugging of RLE compressed chunks:
    * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug
    * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in
      their 2D grid form in your terminal window (VERY noisy for large
      levels! Use the --chunk option to narrow to one chunk).

Bug fixes and misc changes:

* Chunk.Usage() to return a better percentage of chunk utilization.
* Chunker.ChunkFromZipfile() was split out into two functions:
    * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the
      file extension discovered (.bin or .json) so the caller can interpret
      the bytes correctly.
    * ChunkFromZipfile calls the former function and then depending on file
      extension, unmarshals from binary or json.
    * The Raw function enables the `doodad show` command to debug and visualize
      the raw contents of the RLE compressed chunks.
* Updated the Visualize() function for the RLE encoder: instead of converting
  palette indexes to hex (0-F) which would begin causing problems for palette
  indexes above 16 (as they would use two+ characters), indexes are mapped to
  a wider range of symbols (0-9A-Z) and roll over if you have more than 36
  colors on your level. This at least keeps the Visualize() grid an easy to
  read 128x128 characters in your terminal.
2024-05-24 13:54:41 -07:00
5654145fd8 (Experimental) Run Length Encoding for Levels
Finally add a second option for Chunk MapAccessor implementation besides the
MapAccessor. The RLEAccessor is basically a MapAccessor that will compress
your drawing with Run Length Encoding (RLE) in the on-disk format in the ZIP
file.

This slashes the file sizes of most levels:

* Shapeshifter: 21.8 MB -> 8.1 MB
* Jungle: 10.4 MB -> 4.1 MB
* Zoo: 2.8 MB -> 1.3 MB

Implementation details:

* The RLE binary format for Chunks is a stream of Uvarint pairs storing the
  palette index number and the number of pixels to repeat it (along the Y,X
  axis of the chunk).
    * Null colors are represented by a Uvarint that decodes to 0xFFFF
      or 65535 in decimal.
    * Gameplay logic currently limits maps to 256 colors.
* The default for newly created chunks in-game will be RLE by default.
* Its in-memory representation is still a MapAccessor (a map of absolute
  world coordinates to palette index).
* The game can still open and play legacy MapAccessor maps.
* On save in the editor, the game will upgrade/convert MapAccessor chunks over
  to RLEAccessors, improving on your level's file size with a simple re-save.

Current Bugs

* On every re-save to RLE, one pixel is lost in the bottom-right corner of
  each chunk. Each subsequent re-save loses one more pixel to the left, so what
  starts as a single pixel per chunk slowly evolves into a horizontal line.
* Some pixels smear vertically as well.
* Off-by-negative-one errors when some chunks Iter() their pixels but compute
  a relative coordinate of (-1,0)! Some mismatch between the stored world coords
  of a pixel inside the chunk vs. the chunk's assigned coordinate by the Chunker:
  certain combinations of chunk coord/abs coord.

To Do

* The `doodad touch` command should re-save existing levels to upgrade them.
2024-05-23 23:02:01 -07:00
b1d7c7a384 WIP Run Length Encoding for Levels 2024-05-23 19:15:10 -07:00
57c76de679 Remove deprecated go build -i flag for Windows 2024-05-05 16:49:11 -07:00
9dfd38ea5e Remove redundant make setup step 2024-05-05 16:34:27 -07:00
35962540e1 Fix blockers for v0.14.0 release
* Mac app: exclude the redundant copy of rtp/ folder in the .dmg disk
  image as it only needs to live inside the .app bundle.
* Fix the settings.json file to be initialized and saved to disk on
  first launch of the game, and the crosshair color default.
* Fix the chdir detection in main.go especially to locate the rtp/
  folder inside the macOS app bundle.
2024-05-05 15:59:56 -07:00
e20c694d93 Log game output to disk, update deps for 1.14.0 2024-05-04 19:32:40 -07:00
8595ad0eba Prepare v1.14.0 for release 2024-05-04 18:26:32 -07:00
866e5e7fd8 Deterministic JavaScript intervals + Code Cleanup
* Remove several unused functions in doodad.Drawing (velocity, acceleration,
  grounded, etc.) - uix.Actor is where these are actually managed.
* In the JavaScript API, setTimeout() and setInterval() will translate the
  milliseconds from wallclock time into a fixed number of game ticks to match
  the target frame rate for better deterministic timing.
2024-04-27 00:10:28 -07:00
c4456ac51b Scripting: Bring Self API up to Actor API parity
Updates the Self API to expose more uix.Actor fields:

* Doodad()
* GetBoundingRect()
* HasGravity()
* IsFrozen()
* IsMobile()
* LayerCount()
* ListItems()
* SetGrounded()
* SetWet()
* Velocity() - note: it was Self.GetVelocity() before.

Self.GetVelocity is deprecated and made an alias to Velocity.
2024-04-26 22:34:13 -07:00
21847f5e57 Code cleanup for TouchScreenMode 2024-04-19 23:13:32 -07:00
b8665c8b8d TouchScreenMode Fix
Made some fixes to touchscreen control detection:

* TouchScreenMode is activated on the first SDL2 FingerDown
* TouchScreenMode deactivates after the last finger is removed, and a
  mouse event happens at least 5 ticks later.
2024-04-19 22:42:47 -07:00
5b3121171e Fix touchscreen mode detection
* Touchscreen mode used to be detected based on SDL2 GetNumTouchDevices
  but on a Macbook, the trackpad registers as a touch device - worse,
  GetNumTouchDevices will only start returning 1 the first time some
  devices are touched.
* The result was that on macOS the custom mouse cursor was drawn by
  default, but on the first trackpad touch, would disappear in favor of
  assuming the game is running on a touch screen device (which is not
  the case).
* New method: the render engine has an IsFingerDown boolean which will
  be true as long as at least one finger has registered a FingerDown
  event, but not yet a FingerUp event.
* So as long as one finger is down, the mouse cursor can disappear and
  then it comes back on release. This isn't perfectly ideal for pure
  touch devices (ideally the cursor remains hidden until a mouse
  movement without touch occurs).
2024-04-19 22:01:33 -07:00
f2a20808ea Fix bootstrap.py script 2024-04-18 23:07:25 -07:00
9e90ea4c6c Update Go dependencies 2024-04-18 22:50:18 -07:00
3cdd56424a Merge pull request 'WIP Doodle++' (#93) from dpp into master
Reviewed-on: #93
2024-04-19 05:49:40 +00:00
33dc17bb19 Doodle++ Code Cleanup 2024-04-18 22:49:12 -07:00
a79601f983 D++ Default Author and Embedded Doodads Error
* Update native.DefaultAuthor to get the name registered from the user's JWT
  license in a way that avoids cyclic dependency errors.
* When plus_dpp.go#GetRegistration succeeds, it updates DefaultAuthor to the
  registered name. The main.go now gets and prints the registered owner to
  ensure this is populated on startup.
* Return correct ErrRegisteredFeature error when the FOSS version fails
  to load embedded doodads.
2024-04-18 22:31:11 -07:00
a06787411d Resolve circular import errors for Doodle++ plugin
* pkg/plus/dpp is the main plugin bridge, and defines nothing but an interface
  that defines the Doodle++ surface area (referring to internal game types such
  as doodad.Doodad or level.Level), but not their implementations.
  * dpp.Driver (an interface) is the main API that other parts of the game will
    call, for example "dpp.Driver.IsLevelSigned()"
  * plus_dpp.go and plus_foss.go provide the dpp.Driver implementation for their
    build; with plus_dpp.go generally forwarding function calls directly to the
    proprietary dpp package and plus_foss.go generally returning false/errors.
  * The bootstrap package simply assigns the above stub function to dpp.Driver
* pkg/plus/bootstrap is a package directly imported by main (in the doodle and
  doodad programs) and it works around circular dependency issues: this package
  simply assigns dpp.Driver to the DPP or FOSS version.

Miscellaneous fixes:

* File->Open in the editor and PlayScene will use the new Open Level window
  instead of loading the legacy GotoLoadMenu scene.
* Deprecated legacy scenes: d.GotoLoadMenu() and d.GotoPlayMenu().
* The doodle-admin program depends on the private dpp package, so can not be
  compiled in FOSS mode.
2024-04-18 22:12:56 -07:00
7eb7f6148c WIP Doodle++ 2024-04-18 20:23:07 -07:00
f4ef0f8d8f Fix doodad properties button hitbox 2024-02-11 17:00:19 -08:00
6def8f7625 Walk up slopes smoothly, texture freeing improvement
* Fix collision detection to allow actors to walk up slopes smoothly, without
  losing any horizontal velocity.
* Fix scrolling a level canvas so that chunks near the right or bottom edge
  of the viewpoint were getting culled prematurely.
* Centralize JavaScript exception catching logic to attach Go and JS stack
  traces where possible to be more useful for debugging.
* Performance: flush all SDL2 textures from memory between scene transitions
  in the app. Also add a `flush-textures` dev console command to flush the
  textures at any time - they all should regenerate if still needed based on
  underlying go.Images which can be garbage collected.
2024-02-07 22:14:48 -08:00
85523d8311 Coyote time 2024-02-06 20:56:07 -08:00
8216e5863b Tweak gravity and player physics 2024-02-06 19:04:47 -08:00
6fc5900131 Update Go dependencies 2023-12-21 21:09:25 -08:00
bb28b990e6 Winres config 2023-12-21 20:17:49 -08:00
1a9706c09f Level Thumbnails on Story Mode Select
* Rework the Story Mode UI to display level thumbnails.
  * Responsive UI: defaults to wide screen mode and shows 3 levels horizontally
    but on narrow/mobile display, shows 2 levels per page in portrait.
  * Add "Tiny" screenshot size (224x126) to fit the Story Mode UI.
  * Make the pager buttons bigger and more touchable.
* Maximize the game window on startup unless the -w option with a specific
  window resolution is provided.
2023-12-09 14:59:31 -08:00
9cce93f431 Dust off WASM build support 2023-12-08 21:52:34 -08:00
da83231559 Level Screenshots and Thumbnails
Adds some support for "less giant" level screenshots.

* In the Editor, the Level->Take Screenshot menu will render a cropped screen
  shot of just the level viewport on screen. Note: it is not an SDL2 screen
  copy but generated from scratch from the level data.
* In levels themselves, screenshots can be stored inside the level data in
  three different sizes: large (1280x720), medium and small (each a halved
  size of the previous).
* The first screenshot is created when the level is saved, starting from
  wherever the scroll position in the editor is at, and recording the 720p
  view of the level from there.
* The level screenshot can be previewed and updated in the Level Properties
  window of the editor: so you can scroll the editor to just the right position
  and take a good screenshot to represent your level.
* In the future: these embedded level screenshots will be displayed on the
  Story Mode and other screens to see a preview of each level.

Other tweaks:

* When taking a Giant Screenshot: a confirm modal will warn the player that
  it may take a while. And during the screenshot, show the new Wait Modal to
  block player interaction until the screenshot has finished.
2023-12-08 19:48:02 -08:00
481638bea6 PlaySound: Support OGG fallback over MP3 2023-12-02 14:15:41 -08:00
282229ba80 Prepare v1.13.2 for release 2023-12-02 12:46:17 -08:00
ffb9068fb6 Unit test fixes and code cleanup 2023-12-02 12:33:14 -08:00
79996ccd34 ListBoxes Overhaul
* Overhaul the clunky old alpha Edit Level/Doodad menu with a modernized
  version featuring the new ListBox widget.
* The new level loader is a Window that can be spawned from anywhere instead
  of on a dedicated MenuScene.

Updates to doodad scripts:

* Actor.IsOnScreen() checks whether an actor's visual sprite box is on-screen
  in the level viewport. `Self.IsOnScreen()` will check for the current actor.

Other changes

* PlaySound() to deduplicate the same sound effect from playing at once.
2023-04-08 21:26:08 -07:00
cf1bc81f25 Update savegame format, Allow out-of-bounds camera
Updates the savegame.json file format:

* Levels now have a UUID value assigned at first save.
* The savegame.json will now track level completion/score based on UUID,
making it robust to filename changes in either levels or levelpacks.
* The savegame file is auto-migrated on startup - for any levels not
found or have no UUID, no change is made, it's backwards compatible.
* Level Properties window adds an "Advanced" tab to show/re-roll UUID.

New JavaScript API for doodad scripts:

* `Actors.CameraFollowPlayer()` tells the camera to return focus to the
  player character. Useful for "cutscene" doodads that freeze the player,
  call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the
  camera back to the player. (Or it will follow them at their next directional
  input control).
* `Self.MoveBy(Point(x, y int))` to move the current actor a bit.

New option for the `doodad` command-line tool:

* `doodad resave <.level or .doodad>` will load and re-save a drawing, to
  migrate it to the newest file format versions.

Small tweaks:

* On bounded levels, allow the camera to still follow the player if the player
  finds themselves WELL far out of bounds (40 pixels margin). So on bounded
  levels you can create "interior rooms" out-of-bounds to Warp Door into.
* New wallpaper: "Atmosphere" has a black starscape pattern that fades into a
  solid blue atmosphere.
* Camera strictly follows the player the first 20 ticks, not 60 of level start
* If player is frozen, directional inputs do not take the camera focus back.
2023-03-07 21:55:10 -08:00
d397584323 Update changelog 2023-02-18 17:50:08 -08:00
82884c79ae Signed Levels and Levelpacks
Add the ability for the free version of the game to allow loading levels that
use embedded custom doodads if those levels are signed.

* Uses the same signing keys as the JWT token for license registrations.
* Levels and Levelpacks can both be signed. So individual levels with embedded
  doodads can work in free versions of the game.
* Levelpacks now support embedded doodads properly: the individual levels in
  the pack don't need to embed a custom doodad, but if the doodad exists in
  the levelpack's doodads/ folder it will load from there instead - for full
  versions of the game OR when the levelpack is signed.

Signatures are computed by getting a listing of embedded assets inside the
zipfile (the assets/ folder in levels, and the doodads/ + levels/ folders
in levelpacks). Thus for individual signed levels, the level geometry and
metadata may be changed without breaking the signature but if custom doodads
are changed the signature will break.

The doodle-admin command adds subcommands to `sign-level` and `verify-level`
to manage signatures on levels and levelpacks.

When using the `doodad levelpack create` command, any custom doodads the
levels mention that are found in your profile directory get embedded into
the zipfile by default (with --doodads custom).
2023-02-18 17:37:54 -08:00
856de848c9 Add cheat code to send power to all actors 2023-02-18 14:21:07 -08:00
03cd1d4ca0 Binary format for chunks in zipfiles 2023-02-18 12:45:36 -08:00
0d8933513e Merge pull request 'Chunker size to uint8 and Rectangular Doodads' (#84) from file-format-optimization into master
Reviewed-on: #84
2023-02-18 05:49:48 +00:00
1e37509421 Update README and fix perfect run icon display 2023-02-17 21:49:19 -08:00
31097881ff Finalize Non-square Doodads
* Fix display bug with rectangular doodads scrolling off screen.
* The default Author of new files will be your registration name, if available
  before using your $USER name.
2023-02-17 21:09:11 -08:00
ddcad27485 WIP: Chunker size to uint8 and Rectangular Doodads
Convert the Chunker size to a uint8 so chunk sizes are limited to 255px. This
means that inside of a chunk, uint8's can track the relative pixel coordinates
and result in a great memory savings since all of these uint8's are currently
64-bits wide apiece.

WIP on rectangular shaped doodads:
* You can create such a doodad in the editor and draw it normally.
* It doesn't draw the right size when dragged into your level however:
  - In uix.Actor.Size() it gets a rect of the doodad's square Chunker size,
    instead of getting the proper doodad.Size rect.
  - If you give it the doodad.Size rect, it draws the Canvas size correctly
    instead of a square - the full drawing appears and in gameplay its hitbox
    (assuming the same large rectangle size) works correctly in-game.
  - But, the doodad has scrolling issues when it gets to the top or left edge
    of the screen! This old gnarly bug has come back. For some reason square
    canvas doodads draw correctly but rectangular ones have the drawing scroll
    just a bit - how far it scrolls is proportional to how big the doodad is,
    with the Start Flag only scrolling a few pixels before it stops.
2023-02-16 21:47:18 -08:00
a10a09a818 Cheats Menu UI
* Added a Cheats Menu UI accessible from the Settings window's "Experimental"
  tab and from there you can enable the Cheats Menu from the "Help" screen of
  the gameplay mode.
* Commonly used cheats all have corresponding buttons to click on, especially
  helpful for touchscreen devices like the Pinephone where keyboard input
  doesn't always work reliably.
* The buttons in the Cheats Menu just automate entry of the cheat commands.
* `boolProp` command has a new `flip` option to toggle their value (e.g.
  `boolProp show-hidden-doodads flip`)
2023-01-02 12:36:12 -08:00