Commit Graph

281 Commits

Author SHA1 Message Date
34c45095b5 Idle animations for Boy 2022-05-07 20:18:44 -07:00
434416d3a4 Spit and polish
* Made the loadscreen useful again (give it work to do async so the game
  doesn't simply freeze during): does a first call to LoadUnloadChunks
  to preload the viewport chunks.
* Hide the mouse cursor when movement keys are pressed.
2022-05-07 18:54:37 -07:00
450c6b3bb2 Spit and polish
* On the failure (but still success) dialog on Survival Mode levels
  (e.g. Azulian Tag): make the default be to retry the level but
  show a "pity" Next Level button below, as the level is marked as
  completed (silver score) and the next one is unlocked.
2022-05-07 17:42:38 -07:00
ffc2c6f69b Performance?: Don't unload chunks so eagerly
Previously: the Chunker tracks with chunks were gotten during the
current game tick and the N-1 and N-2 ticks, and chunks not accessed in
two ticks were freed immediately.

Now: they go into a "garbage collection" pool with a minimum number of
game ticks to free. So if they're needed again, they're saved from the
gc pool. F3 overlay data shows the count of the gc pool.
2022-05-07 17:16:03 -07:00
94d0da78e7 Swimming Physics and Bubble Pattern
Water pixels finally do something other than turn your character blue!

* When the player character is "wet" (touching water pixels, and so appearing in
  a blue mask), water physics apply: gravity is slower, your jump height is
  halved, but you get infinite jumps to swim higher in the water.
* Holding the jump key under water will incur a short delay between jumps, so
  that you don't just fly straight up to the surface. Tap the jump button to
  move up quicker, you can spam it all you want.

Azulians are also able to handle being under water:

* They'll sink to the bottom and keep walking back and forth normally.
* If you are above them and noticed, they'll jump (swim) up towards you,
  aware of the water and it jumps like you do.
* The Blue Azulian has the poorest vertical aggro range so it isn't a
  very good swimmer. The White Azulian is very good at navigating water
  as it can pursue the player from the furthest distance of them all.

Changes to the editor:

* New brush pattern added: bubbles.png
  * It's the default pattern now for the "water" color of all
    of the built-in palettes instead of ink.png
  * A repeating pattern of bubbles carved out showing the
    level wallpaper.
  * The old "Bubbles (circles.png)" is renamed "Circles"
* The last scroll position is saved with the Level file, so when you reload
  the level later it's scrolled at where you left it.
2022-05-05 21:35:32 -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
9b75f1b039 Spit and polish
* New built-in wallpaper: "Dotted paper (dark)" is a dark-themed wallpaper.
* New built-in palette: "Neon Bright" with bright colors for dark levels.
* New cheat: "warp whistle" to automatically win the level.
* In case the user has a VERY LARGE screen resolution bigger than the full
  bounds of a Bounded level, the Play Scene will cap the size and center
  the level canvas onto the window. This is preferable to being able to see
  beyond the level's boundaries and hitting an invisible wall in-game.
* Make the titlescreen Lazy Scroll work on unbounded levels. It can't bounce
  off scroll boundaries but it will reverse course if it reaches the level's
  furthest limits.
* Bugfix: characters' white eyes were transparent in-game. Multiple culprits
  from the `doodad convert` tool defaulting the chroma key to white, to the
  SDL2 textures considering white to be transparent. For the latter, the game
  offsets the color by -1 blue.
2022-05-03 21:15:39 -07:00
75fa0c7e56 Stability and Bugfixes
* Editor: Auto-save on a background goroutine so you don't randomly freeze
  the editor up during.
* Fix actor linking issues when you drag and re-place a linked doodad: the
  level was too eagerly calling PruneLinks() whenever a doodad was 'destroyed'
  (such as the one just picked up) breaking half of the link connection.
* Chunk unloader: do not unload a chunk that has been modified (Set or Delete
  called on), keep them in memory until the next ZIP file save to flush them
  out to disk.
* Link Tool: if you clicked an actor and don't want to connect a link, click
  the first actor again to de-select it.

Updates to the `doodad` tool:

* `doodad edit-level --resize <int>` can re-chunk a level to use a different
  chunk size than the default 128. Large chunk sizes 512+ lead to performance
  problems.
2022-05-02 20:35:53 -07:00
fc736abd5f Doodads: Gems, Snake and Crusher
Adds several new doodads to the game and 5 new wallpapers (parchment
paper in blue, green, red, white and yellow).

New doodads:

* Crusher: A purple block-headed mob wearing an iron helmet. It tries
  to crush the player when you get underneath. Its flat helmet can be
  ridden on like an elevator back up.
* Snake: A green stationary mob that always faces toward the player.
  If the player is nearby and jumps, the Snake will jump too and hope
  to catch the player in mid-air.
* Gems and Totems: A new key & lock collectible. Gems have quantity so
  you can collect multiple, and place them into matching Totems. A
  Totem gives off a power signal when its gem is placed and all other
  Totems it is linked to have also been activated. A single Totem may
  link to an Electric Door and require only one gem to open it, or it
  can link to other Totems and they all require gems before the power
  signal is sent out.
2022-05-01 15:18:23 -07:00
ad67e2b42b New Doodad: Blue Bird
* The blue bird follows the same base AI as the red bird (it has a
  target altitude that it tries to maintain, and it will dive at the
  player) but the blue bird flies in a sine wave pattern around its
  target altitude. It also has a longer scan radius to search for the
  player than the red bird.
* The sine wave pattern of the blue bird means you may fly under its
  radar depending how high it is on average.

Cheat codes that replace the player character are refactored to make
it easier to extend, and new cheats have been added:

* super azulian: play as the Red Azulian.
* hyper azulian: play as the White Azulian.
* bluebird: play as the new Bird (blue).
2022-04-30 17:59:55 -07:00
402b5efa7e Zipfiles for Attached Files Too
* The level.FileSystem type has updated to support ZIP files too.
* Legacy levels loaded from gz/json have their old FileSystem as a
  simple map[filename]data and this parses from JSON OK.
* On save to zip, the legacy loaded file data gets exported to ZIP.
* Going forward: newly added or deleted files during runtime are kept in
  the legacy file map until the next save when the filemap is again
  flushed out to ZIP.
* For regular read-access, the FileSystem reads from the ZIP file if the
  data is not in the hot map (legacy file or recently modified
  attachment).
* Bugfix: be sure to Inflate() the Level/Doodad after loading from
  zipfile - it used to be that directly after a save, trying to play the
  level failed because the Level.Actors struct was missing their IDs,
  and similarly recently written chunks would error out (become black
  voids) on levels/doodads so we Inflate() both after save/replacing
  their zip handle.
2022-04-30 12:50:00 -07:00
302506eda9 Cheat: $ d.SetPlayerCharacter("anything.doodad")
Too restricted by the cheat codes to play as certain characters
on-demand? Use the JS shell in the developer console to set any doodad
you want:

    $ d.SetPlayerCharacter("key-blue")
    $ d.SetPlayerCharacter("anvil")
    $ d.SetPlayerCharacter("box.doodad")

The .doodad suffix is optional.

Interesting behaviors when playing as odd doodads:

* Most non-mobile doodads don't collide with each other, so you can pass
  through doors and not activate buttons if you play as a key or a
  trapdoor. Non-mobile doodads also generally have antigravity so you
  can fly freely around the map.
* Non-mobile doodads can not open Warp Doors or interact with the Exit
  Flag. You'll have to change back to a creature such as "boy" or
  "azu-blue" to win the level.
* If you are a key, the Thief can collect you! This removes your player
  doodad from the level and soft locks the game. No worries, another
  call to d.SetPlayerCharacter() will put you back on the map!
* If the doodad name isn't found, you'll play as the built-in fallback
  doodad, which is just a red "X" shape. It has anti-gravity and does
  not generally interact with any doodad (can not push buttons or
  collect keys - but it can pass through doors and other obstacles. Can
  not win the level goal flag, though!)
2022-04-29 21:39:53 -07:00
93623e4e8a Zipfiles as File Format for Levels and Doodads
Especially to further optimize memory for large levels, Levels and
Doodads can now read and write to a ZIP file format on disk with
chunks in external files within the zip.

Existing doodads and levels can still load as normal, and will be
converted into ZIP files on the next save:

* The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz
  file, now becomes the cache of "hot chunks" loaded from ZIP. If there is
  a ZIP file, chunks not accessed recently are flushed from the ChunkMap
  to save on memory.
* During save, the ChunkMap is flushed to ZIP along with any non-loaded
  chunks from a previous zipfile. So legacy levels "just work" when
  saving, and levels loaded FROM Zip will manage their ChunkMap hot
  memory more carefully.

Memory savings observed on "Azulian Tag - Forest.level":

* Before: 1716 MB was loaded from the old level format into RAM along
  with a slow load screen.
* After: only 243 MB memory was used by the game and it loaded with
  a VERY FAST load screen.

Updates to the F3 Debug Overlay:

* "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the
  viewport (having bitmaps and textures loaded) vs. chunks outside which
  have their textures freed (but data kept), and the number of chunks
  currently hot cached in the ChunkMap.

The `doodad` tool has new commands to "touch" your existing levels
and doodads, to upgrade them to the new format (or you can simply
open and re-save them in-game):

    doodad edit-level --touch ./example.level
    doodad edit-doodad --touch ./example.doodad

The output from that and `doodad show` should say "File format: zipfile"
in the headers section.

To do:

* File attachments should also go in as ZIP files, e.g. wallpapers
2022-04-29 20:34:59 -07:00
9cdc7260bb Prepare v0.12.1 for release 2022-04-16 17:50:40 -07:00
c5353df211 LoadUnloadChunk for Memory Optimization
Instead of the loadscreen eager-loading ALL level chunks to Go Images, only
load the chunks within the "LoadingViewport" - which is the on-screen
Viewport plus a margin of chunks off the screen edges.

During gameplay, every few ticks, reevaluate which chunks are inside or
outside the LoadingViewport; for chunks outside, free their SDL2 textures
and free their cached bitmaps to keep overall memory usage down. The
AzulianTag-Forest level now stays under 200 Textures at any given time
and the loadscreen goes faster as it doesn't have to load every chunk's
images up front.

The LoadUnloadChunk feature can be turned on/off with feature flags. If
disabled the old behavior is restored: loadscreen loads all images and
the LoadUnloadChunks function is not run.

Other changes:

* loadscreen: do not free textures in the Hide() function as this runs on
  a different goroutine and may break. The 4 wallpaper textures are OK
  to keep in memory anyway, the loadscreen is reused often!
* Free more leaked textures: on the Inventory frame and when an actor
  calls Self.Destroy()
* Stop leaking goroutines in the PubSub feature of the doodad script
  engine; scripting.Supervisor.Teardown() sends a stop signal to all
  scripts to clean up neatly. Canvas.Destroy() tears down its scripting
  supervisor automatically.
2022-04-10 12:40:25 -07:00
d694fcc7c2 Fix climbing on the right bug + eager-render boolprop
* New boolProp to help debug memory issues: eager-render, set it to
  false and the loadscreen will not eagerload Go images for all the
  level chunks.
* Finally fix the level collision bug where the player could climb walls
  to the right.
2022-04-09 18:21:26 -07:00
6b8c7a1efe Update Go dependencies 2022-04-09 16:01:56 -07:00
db5760ee83 Optimize memory by freeing up SDL2 textures
* Added to the F3 Debug Overlay is a "Texture:" label that counts the number
  of textures currently loaded by the (SDL2) render engine.
* Added Teardown() functions to Level, Doodad and the Chunker they both use
  to free up SDL2 textures for all their cached graphics.
* The Canvas.Destroy() function now cleans up all textures that the Canvas
  is responsible for: calling the Teardown() of the Level or Doodad, calling
  Destroy() on all level actors, and cleaning up Wallpaper textures.
* The Destroy() method of the game's various Scenes will properly Destroy()
  their canvases to clean up when transitioning to another scene. The
  MainScene, MenuScene, EditorScene and PlayScene.
* Fix the sprites package to actually cache the ui.Image widgets. The game
  has very few sprites so no need to free them just yet.

Some tricky places that were leaking textures have been cleaned up:

* Canvas.InstallActors() destroys the canvases of existing actors before it
  reinitializes the list and installs the replacements.
* The DraggableActor when the user is dragging an actor around their level
  cleans up the blueprint masked drag/drop actor before nulling it out.

Misc changes:

* The player character cheats during Play Mode will immediately swap out the
  player character on the current level.
* Properly call the Close() function instead of Hide() to dismiss popup
  windows. The Close() function itself calls Hide() but also triggers
  WindowClose event handlers. The Doodad Dropper subscribes to its close
  event to free textures for all its doodad canvases.
2022-04-09 14:41:24 -07:00
ba373553cb Prepare v0.12.0 for release 2022-03-27 14:23:25 -07:00
38a23f00b2 Reset Timer Doodad + Various Fixes
* Bird is not solid when colliding with other birds.
* If the dev shell is used to run JavaScript during Play Mode, consider
  it cheating (so player can't `$ d.Scene.ResetTimer()` for example)
* On Survival Mode levels, DieByFire immediately opens the End Level
  (silver score) modal rather than respawn from checkpoint, so levels
  don't need checkpoint contraptions to end the level.
* During level loading screens, wait and call doodads' main() function
  until the very end.
2022-03-27 11:51:14 -07:00
af6b8625d6 Flood Tool, Survival Mode for Azulian Tag
New features:
* Flood Tool for the editor. It replaces pixels of one color with another,
  contiguously. Has limits on how far from the original pixel it will color,
  to avoid infinite loops in case the user clicked on wide open void. The
  limit when clicking an existing color is 1200px or only a 600px limit if
  clicking into the void.
* Cheat code: 'master key' to play locked Story Mode levels.

Level GameRules feature added:
* A new tab in the Level Properties dialog
* Difficulty has been moved to this tab
* Survival Mode: for silver high score, longest time alive is better than
  fastest time, for Azulian Tag maps. Gold high score is still based on
  fastest time - find the hidden level exit without dying!

Tweaks to the Azulians' jump heights:
* Blue Azulian:  12 -> 14
* Red Azulian:   14 -> 18
* White Azulian: 16 -> 20

Bugs fixed:
* When editing your Palette to rename a color or add a new color, it wasn't
  possible to draw with that color until the editor was completely unloaded
  and reloaded; this is now fixed.
* Minor bugfix in Difficulty.String() for Peaceful (-1) difficulty to avoid
  a negative array index.
* Try and prevent user giving the same name to multiple swatches on their
  palette. Replacing the whole palette can let duplication through still.
2022-03-26 13:55:06 -07:00
647124495b Level Difficulty + UI Polish
Added a new level property: Difficulty

* An enum ranging from -1, 0, 1 (Peaceful, Normal, Hard)
* Default difficulty is Normal; pre-existing levels are Normal by
  default per the zero value.

Doodad scripts can read the difficulty via the new global variable
`Level.Difficulty` and some doodads have been updated:

* Azulians: on Peaceful they ignore all player characters, and on Hard
  they are in "hunt mode": infinite aggro radius and they're aggressive
  to all characters.
* Bird: on Peaceful they will not dive and attack any player character.

Other spit and polish:

* New Level/Level Properties UI reworked into a magicform.
* New "PromptPre(question, answer, func)" function for prompting the
  user with the developer shell, but pre-filling in an answer for them
  to either post or edit.
* magicform has a PromptUser field option for simple Text/Int fields
  which present as buttons, so magicform can prompt and update the
  variable itself.
* Don't show the _autosave.doodad in the Doodad Dropper window.
2022-03-06 22:20:53 -08:00
661c5f4365 Loadscreen Update & Window Resize Fixes
* Loadscreen: put the progress bar between the Title and Subtitle so it
  looks good even on mobile landscape orientation (narrow height)
* Bugfixes around window OnResize events: the loadscreen handles
  resizing correctly now and the Level Editor (or w/e) will also be the
  right size if you resized the window during loading.
2022-03-06 12:07:59 -08:00
44122d4130 Spit and polish
UI improvements specifically for mobile (running the game with the
`-w mobile` or `-w landscape` options) screen sizes.

* Rework the Settings window to be mobile friendly to landscape
  oriented screens (`doodle -w landscape`) and migrate Options tab
  to magicform.
* The toolbar in the Editor will be a single column of buttons
  on small screens, such as `-w mobile` (375x812) portrait mode
  smartphone. On larger screens the toolbar shows in two columns
  of buttons.
* Fix tooltips not drawing on top.
* Centralize the hard-coded references to specific font filenames
* Add cheat code: `test load screen` to bring a sample loading screen up
  for a few seconds. It needs improvement on `-w landscape`
2022-03-05 22:44:54 -08:00
77297fd60d Text Tool and Pan Tool
Two new tools added to the Level Editor:

* Pan Tool: left-click to scroll the level around safely.
* Text Tool: write text onto your level.

Features of the Text Tool:

* Can choose from the game's built-in fonts, size and enter the message
  you want to write.
* The mouse cursor previews the text when hovered over the level.
* Click to "stamp" the text onto your level. The currently selected
  color swatch will be used to color the text in.
* Adds two new fonts: Azulian.ttf and Rive.ttf that can be selected in
  the Text Tool.

Some implementation notes:

* Added package native/engine_sdl.go that handles the lower-level
  SDL2_TTF logic to rasterize the text into a black&white image.
* WASM not supported yet (if the game even still built for WASM);
  native/engine_wasm.go stubs out the TextToImage() call with a "not
  supported" error just in case.

Other changes:

* New Toolbar icons: they are 24x24 instead of 32x32 to make more room
  for more tools.
* The toolbar now shows two buttons per row for a more densely packed
  layout. For very narrow screen widths (< 600px) the default Vertical
  Toolbar layout will use one-button-per-row to not eat too much screen
  real estate.
* In the Horizontal Toolbars layout there are 2 buttons per column.
2022-03-05 15:34:20 -08:00
962098d4e7 v0.11.0 last minute tweaks
* When playing as the Bird, the dive attack is able to destroy other
  mobile doodads such as Azulians and Thieves.
* The Box has been made invulnerable so it can't be destroyed by Anvils
  or player-controlled Birds.
* Bugfixes with pop-up modals:
  * The quit game confirm modal doesn't appear if another modal is
    already active on screen.
  * The Escape key can dismiss Alert and Confirm modals.
* Add "Level" menu items to Play Mode to restart the level or retry from
  the last checkpoint (in case of softlocks, etc.)
2022-02-21 13:09:51 -08:00
40cb9f15cb Prepare v0.11.0 for release (+ fixes)
* The title screen now loads the default maps from a LevelPack. The game
  no longer ships with the Tutorial levels in the "levels" folder as
  default; they are in the LevelPack so the "Edit Drawing" screen begins
  as a blank slate for only user levels.
* Add the Zoo level to the Tutorial levelpack
* Bugfixes around changing the player character to work around clipping
  issues if the character has changed height drastically.
2022-02-20 17:48:07 -08:00
1205dc2cd3 Invulnerable Anvil and other fixes
* Add methods `Invulnerable() bool` and `SetInvulnerable(bool)` to the
  Actor API accessible in JavaScript (e.g. `Self.SetInvulnerable(true)`)
* The Anvil is invulnerable - when played as, it can crush other mobs by
  jumping on them but is not defeated by those mobs at the same time.
* Anvils don't destroy invulnerable mobs, such as other Anvils.
* Bugfix: the Electric Door is considered to be opened from the first
  frame of animation when the door begins opening, and remains opened
  until the final frame of animation when it is closing.
* New cheat code: `megaton weight` to play as the Anvil by default.
2022-02-20 11:48:36 -08:00
0fc046250e Window Focus Bugfixes
* Fix the Doodad Dropper and Registration windows not stealing the focus
  when they are opened via menu bars.
* Bugfixes in gamepad support: stop at the first controller found,
  Draw() to handle controllers going away and hide the mouse cursor
2022-02-19 20:20:58 -08:00
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
626fd53a84 Checkpoint Flag can Re-assign Player Character
Link a Doodad to a Checkpoint Flag (like you would a Start Flag) and
crossing the flag will replace the player with that doodad. Multiple
checkpoint flags like this can toggle you between characters.

* Azulians are now friendly to player characters who have the word
  "Azulian" in their title.
* Improve Bird as the playable character:
  * Dive animation if the player flies diagonally downwards
  * Animation loop while hovering in the air instead of pausing
* Checkpoint flags don't spam each other on PubSub so much which could
  sometimes lead to deadlocks!

SetPlayerCharacter added to the JavaScript API. The Checkpoint Flag
(not the region) can link to a doodad and replace the player character
with that linked doodad when you activate the checkpoint:

    Actors.SetPlayerCharacter(filename string): like "boy.doodad"

Add various panic catchers to make JavaScript safer and log issues
to console.
2022-01-18 21:24:36 -08:00
44aba8f1b4 White Azulian, Respawn invincibility timer
* Respawning from a checkpoint grants 3 seconds of immunity in case
  enemies are spawn camping.
* Add the white Azulian as an even faster and harder enemy than the red
  Azulian: twice as fast, jumps higher, and can detect the player from
  further away.
2022-01-18 18:32:15 -08:00
3f7e384633 Invincibility Cheat
Add cheat `god mode` that toggles invincibility. Fire pixels and hostile
mobs can't fail the level for you.
2022-01-17 22:02:27 -08:00
9201475060 Update Doodad JS API + Hostile mobs
New functions are available on the JavaScript API for doodads:

* Actors.At(Point) []*Actor: returns actors intersecting a point
* Actors.FindPlayer() *Actor: returns the nearest player character
* Actors.New(filename string): create a new actor (NOT TESTED YET!)
* Self.Grounded() bool: query the grounded status of current actor

With this the game's built-in doodads have been revised:

* Bird: will now scan 240 pixels diagonally searching for the player
  character and will dive if seen. The Bird is dangerous while
  diving. It will return to its original altitude once it touches
  the ground.
* Azulians: the Azulians are now dangerous to player characters but
  not to the Thief. Azulians will begin to follow the player when
  they are within the aggro range and will hop if the player is
  above them to try and overcome obstacles.
  * Blue Azulian: aggro is (250, 100) jump speed 12 movement 2
  * Red Azulian: aggro is (250, 200) jump speed 14 movement 4
2022-01-17 21:28:05 -08:00
1cc6eee5c8 Refactor Level Publishing + MagicForm
* magicform is a helper package that may eventually be part of the go/ui
  library, for easily creating structured form layouts.
* The Level Publisher UI is the first to utilize magicform.

Refactor how level publishing works:

* Level data now stores SaveDoodads and SaveBuiltins (bools) and when
  the level editor saves the file, it will attach custom and/or builtin
  doodads just before save.
* Move the menu item from the File menu to Level->Publish
* The Publisher UI just shows the checkboxes to toggle the level
  settings and a convenient Save button along with descriptive text.
* Free versions get the "Register" window popping up if they click the
  Save Now button from within the publisher window.

Note: free versions can still toggle the booleans on/off but their game
will not attach any new doodads on save.

* Free games which open a level w/ embedded doodads will get a pop-up
  warning that the doodads aren't available.
* If they DON'T turn off the SaveDoodads option, they can still edit and
  save the level and keep the existing doodads attached.
* If they UNCHECK the option and save, all attached doodads are removed
  from the level.
2022-01-17 18:51:11 -08:00
5ca87c752f Sort level actors deterministically by their (time sensitive) ID 2022-01-16 20:20:48 -08:00
4d08bf1d85 Switch JavaScript engine to goja
* Switch from otto to goja for JavaScript engine.
* goja supports many ES6 syntax features like arrow functions,
  const/let, for-of with more coming soon.
* Same great features as otto, more modern environment for doodads!
2022-01-16 20:09:27 -08:00
d67c1cfcf1 Send User-Agent of version/os/arch on update check 2022-01-16 18:33:27 -08:00
9e4f34864d Remove MsgPack, Fix doodad display on top/left edges
* Clean up unused msgpack code for levels and doodads
* Fix the cosmetic bug where actors in your level would display wrongly
  when scrolling off the top/left edges of the screen: they used to
  anchor at their own 0,0 coordinate and crop their width/height leading
  to a 'scrolling' effect that didn't happen on the right/bottom edges.
2022-01-09 13:16:29 -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
48e18da511 Centralize cheats, detect cheated player character
* If the player runs the PlayAsBird cheat they shouldn't be able to win
  a high score on a level, so at level startup it detects whether the
  DefaultPlayerCharacterDoodad has changed from default on a level that
  doesn't use the Start Flag to set a specific doodad - and immediately
  marks the session as cheated
2022-01-08 18:27:37 -08:00
9a51ac39f9 Spit and polish
* New doodad: Invisible Warp Door
* All warp doors require the player to be grounded (if affected by
  gravity) to open them. No jumping or falling thru and opening
  a warp door mid-air!
* Title Screen now randomly selects from a couple of levels.
* Title Screen: if it fails to load a level it sets up a basic
  blank level with a wallpaper instead.
* New developer shell command: titlescreen <level>
  Opens the MainScene with a custom user level as the background.
* Add Auto-save to the Editor to save your drawing every 5 minutes
* Add a MenuBar to the Play Scene for easier navigation to other
  features of the game.
* Doodad JS API: time.Since() now available.
2022-01-02 22:36:32 -08:00
672ee9641a Savegame and High Scores
* Adds pkg/savegame to store user progress thru Level Packs.
* The savegame.json is mildly tamper resistant by including a checksum
  along with the JSON body.
* The checksum combines the JSON string + an app secret (in savegame.go)
  + user specific entropy (stored in their settings.json). If the user
  modifies their save file and the checksum becomes invalid the game
  will not load the save file, acting like it didn't exist, resetting
  all their high scores.

Updates to the Story Mode window:

* On the LevelPacks list: shows e.g. "[completed 0 of 3 levels]" showing
  a user's progress thru the level pack.
* Below the levels on the Detail screen:
  * Shows an indicator whether the level is completed or not.
  * Shows high scores (fastest times beating the level)
  * Shows a padlock icon if levels are locked and the player hasn't
    reached them yet. Pops up an Alert modal if a locked level is
    clicked on.

Scoring is based around your fastest time elapsed to finish the level.

* Perfect Time (gold coin): player has not died during the level.
* Best Time (silver coin): player has continued from a checkpoint.

In-game an elapsed timer is shown in the top left corner along with the
gold or silver coin indicating if your run has been Perfect.

If the user enters any Cheat Codes during gameplay they are not eligible
to win a high score, but the level will still be marked as completed.
The icon next to the in-game timer disappears when a cheat code has been
entered.
2022-01-02 16:28:43 -08:00
690fdedb91 Add the ui.ColorPicker 2022-01-01 18:48:34 -08:00
fa5f303dad Bugfix: embedded levelpacks from bindata 2021-12-30 18:39:11 -08:00
3881457300 Prepare v0.10.0 for release 2021-12-30 17:57:13 -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
6d3ffcd98c Finalize basic functionality for Level Packs
* The "Story Mode" button on the MainScene opens the levelpacks window.
* Levelpacks from all places are shown (built-in and user files), basic
  level picker works.
* When playing a level out of a levelpack: the PlayScene gets the file
  data from the zipfile and plays it OK.
* When a levelpack level is solved, the "Next Level" button appears on
  the success modal and hitting Return will advance to the next level in
  the pack. The final level doesn't show this button.
* The user can edit levelpack levels! Clicking the "Edit" button on the
  Play Mode moves the loaded level over to the EditScene and the user
  could save it to disk or edit/playtest it perfectly OK! The link to
  the levelpack is lost upon opening in the editor, so the "Next Level"
  victory button doesn't appear.
2021-12-26 20:48:29 -08:00
678326540b WIP LevelPack UI + Landscape Mode Title Screen
The title screen is now responsive to landscape mode. If the window is
not tall enough to show all the menu buttons (~600px) it will switch to
a horizontal layout with the title on the left and buttons on the right.

WIP "Story Mode" button that brings up a Level Packs selection window.
2021-12-23 21:11:45 -08:00
a75b7208ca Doodad Tool: Levelpacks
Adds `doodad levelpack create` and `doodad levelpack show` commands to
the CLI tool to create levelpacks.

A levelpack is a ZIP file containing a descriptive index.json and
directories for levels and doodads.
2021-12-23 19:15:32 -08:00
ddf0074099 Condensed Palette, Bird AI Update
* The Red Bird now records its original altitude on the level and will
  try and return there should it accidentally climb up or down a wall.
  Sometimes goes into a wavy pattern surrounding its original altitude.
* Editor UI: in the default (vertical) toolbar, the Palette now has a
  two column view to show more color choices on screen at once.
* User setting added: hide the touch control hints.
2021-10-12 20:49:48 -07:00
3a9cc83e78 Bugfix: Undo/Redo works for the Doodad Editor
Changed dependencies around so the undo/redo feature works on doodads as
well as levels.
2021-10-11 16:10:04 -07:00
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
a112c19d76 Few small tweaks 2021-10-09 21:22:50 -07:00
1a8a5eb94b Polish and bugfixes
- Fix a memory sharing bug in the Giant Screenshot feature.
- Main Menu to eagerload chunks in the background to make scrolling less
  jittery. No time for a loadscreen!
- Extra script debugging: names/IDs of doodads are shown when they send
  messages to one another.
- Level Properties: you can edit the Bounded max width/height values for
  the level.

Doodad changes:

- Buttons: fix a timing bug and keep better track of who is stepping on it,
  only popping up when all colliders have left. The effect: they pop up
  immediately (not after 200ms) and are more reliable.
- Keys: zero-qty keys will no longer put themselves into the inventory of
  characters who already have one except for the player character. So
  the Thief will not steal them if she already has the key.

Added to the JavaScript API:

* time.Hour, time.Minute, time.Second, time.Millisecond, time.Microsecond
2021-10-09 20:45:38 -07:00
feea703d0c Update changelog for upcoming 0.9.0 2021-10-07 21:26:39 -07:00
e80a3f0446 Various minor tweaks and changes
* Recolor some of the region doodads
* Add command: `doodad edit-level --remove-actor` to remove actors from
  your level.
* Tweak the player jump velocity from playtesting levels.
2021-10-07 20:50:24 -07:00
d6acee5a66 Adjust Gravity and Prevent Moonwalking
* Tweak max gravity speed to match player max velocity.
* Boy's script watches for his velocity to flip suddenly and stops
  animations, limiting the moonwalking a bit.
* JS API: Self.GetVelocity() added.
2021-10-07 18:49:09 -07:00
fb5a8a1ae8 Async Giant Screenshot, Player Physics and UI Polish
* The "Giant Screenshot" feature takes a very long time, so it is made
  asynchronous. If you try and run a second one while the first is busy,
  you get an error flash. You can continue editing the level, even
  playtest it, or load a different level, and it will continue crunching
  on the Giant Screenshot and flash when it's finished.
* Updated the player physics to use proper Velocity to jump off the
  ground rather than the hacky timer-based fixed speed approach.
* FlashError() function to flash "error level" messages to the screen.
  They appear in orange text instead of the usual blue, and most error
  messages in the game use this now. The dev console "error <msg>"
  command can simulate an error message.
* Flashed message fonts are updated. The blue font now uses softer
  stroke and shadow colors and the same algorithm applies to the orange
  error flashes.

Some other changes to player physics:

* Max velocity, acceleration speed, and gravity have been tweaked.
* Fast turn-around if you are moving right and then need to go left.
  Your velocity resets to zero at the transition so you quickly get
  going the way you want to go.

Some levels that need a bit of love for the new platforming physics:

* Tutorial 3.level
2021-10-07 18:27:38 -07:00
0b0af70a62 Viewport Windows, Quality of Life, Spit and Polish
* New keybind: 'v' to open a new Viewport in the Level Editor.
* New keybind: Backspace to close the topmost UI window,
  and Shift+Backspace to close them all.
* Zoom has graduated out of experimental feature status. Still a bit
  buggy but workable.
* Viewport windows now copy the Tool and BrushSize of the toplevel
  editor, so drawing in and out of viewports works well.
* Viewport window UI improved: buttons to grow or shrink the window
  size, refresh the actors, etc.
2021-10-06 22:22:34 -07:00
a24c94a161 Multitouch Level Panning
Add multi-touch gesture support so that the player can scroll the level
in the editor (and title screen) by treating a two finger swipe to be
equivalent to a middle click drag.

Fun quirks found with SDL2's MultiGestureEvent:

* They don't begin sending us the event until motion is detected after
  two fingers have touched the screen; not the moment the second finger
  touches it.
* It spams us with events when it detects any tiny change and a lot of
  cool details like rotate/pinch deltas, but it never tells us when the
  multitouch STOPS! The game has to block left clicks while multitouch
  happens so the user doesn't draw all over their level, so it needs to
  know when touch has ended.
* The workaround is to track the mouse cursor position at the first
  touch and each delta thereafter; if the deltas stop changing tick to
  tick, unset the "is touching" variable.
2021-10-06 20:02:09 -07:00
cc16a472af "Playtest From Here" Feature
In the level editor, the "Play (P)" button has a new feature: Play
From Here. On mouse down you begin dragging a silhouette of Boy or
whoever the default player character is, as if you were dragging a
doodad onto your level.

Drop the silhouette on your level and enter Play Mode from that
location instead of the Start Flag.

Release your cursor over the Play button or press the "P" key to
spawn at the Start Flag as usual.
2021-10-04 22:02:00 -07:00
c2c91e45a9 Middle-click to Pan + Remember Scroll Position
In the editor, clicking and dragging with the middle mouse button
will scroll the view of the editor in place of the arrow keys.

When entering Play Mode, the original scroll position in the level
editor is remembered for when you come back - no more having to
scroll from 0,0 each time to get back to where you were working!
2021-10-04 20:49:11 -07:00
489a43ea8c Touch Screen Controls for Play Mode!
The game can now be played using only a touch screen! The left
mouse click (Button1) can now move and control the player
character.

* A box in the very middle of the screen is the "Use" button and
  a deadzone for directional inputs.
* Anywhere outside the middle and to the left registers a Left
  button, to the right a Right button, above the top of the middle
  is a Jump button, and below the bottom of the middle is a down
  input (for antigravity mode).
* Tight platforming is possible: above and below the middle box,
  the left/right split is tight in the middle of the window. You
  can get tight jumps if jumping or go below if you don't want to
  jump. The left/right deadzone is only over the space of the Use
  button.

If the player is idle for a while with no controller inputs, some
hints will fade in about the touch controls.

Note: the ScrollboxOffset to track the player character is changed
to 60,60 from 60,100 so the camera will track tighter to the player
and so the player will mostly be over the Use button on touch
controls as long as he's away from a level boundary.
2021-10-04 19:51:31 -07:00
1f83300cec Picture-in-Picture Window (WIP)
In the Level Editor, the "Level->New viewport" menu opens a window with
its own view into your level. You can open as many viewports as you
want.

* Mouse over a viewport and the arrow keys scroll that canvas instead of
  the main editor canvas!
* You can draw inside the viewports! A selectbox to choose the tool to
  draw with. No palette or thickness support yet!
* The actors are installed as-is when the viewport is created and it
  doesn't show any changes to actors after. Make a new viewport for a
  refreshed view.
* Strokes committed inside the viewport show up in the main editor (and
  in other viewports), and vice versa. The viewports accurately track
  changes to the level's colors, just not the actors.
* Fun feature to load a DIFFERENT level inside of the viewport! Editing
  that level doesn't save changes or anything.
2021-10-03 21:18:39 -07:00
4469847c72 Giant Screenshot Feature
In the Level Editor, the "Level->Giant Screenshot" menu will take a full
scale PNG screenshot of the entire level, with its wallpaper and
doodads, and save it in ~/.config/doodle/screenshots.

It is currently CPU intensive and slow. With future work it should be
made asynchronous. The function is abstracted away nicely so that the
doodad CLI tool may support this as well.
2021-10-03 17:21:17 -07:00
55efdd6eb5 Technical Doodad: Checkpoint Region
The Checkpoint Region acts as an invisible checkpoint flag, remembering
the player's location should they need to respawn there.

New cheat: `show all actors` during Play Mode will make every hidden
actor visible. Useful to see your technical doodads during gameplay!

Developer shell: `Execute(command string)` is available to the
JavaScript interpreter. It simulates another command being run on the
developer console.
2021-10-02 21:36:03 -07:00
97e179716c Add Technical Doodads + UI Fixes
New category for the Doodad Dropper: "Technical"

Technical doodads have a dashed outline and label for now, and they
turn invisible on level start, and are for hidden technical effects on
your level.

The doodads include:

* Goal Region: acts like an invisible Exit Flag (128x128), the level is
  won when the player character touches this region.
* Fire Region: acts like a death barrier (128x128), kills the player
  when a generic "You have died!" message.
* Power Source: on level start, acts like a switch and emits a
  power(true) signal to all linked doodads. Link it to your Electric
  Door for it to be open by default in your level!
* Stall Player (250ms): The player is paused for a moment the first time
  it touches this region. Useful to work around timing issues, e.g.
  help prevent the player from winning a race against another character.

There are some UI improvements to the Doodad Dropper window:

* If the first page of doodads is short, extra spacers are added so the
  alignment and size shows correctly.
* Added a 'background pattern' to the window: any unoccupied icon space
  has an inset rectangle slot.
* "Last pages" which are short still render weirdly without reserving
  the correct height in the TabFrame.

Doodad scripting engine updates:

* Self.Hide() and Self.Show() available.
* Subscribe to "broadcast:ready" to know when the level is ready, so you
  can safely Publish messages without deadlocks!
2021-10-02 20:52:16 -07:00
528e7b4807 Prepare release v0.8.1 2021-09-12 16:55:36 -07:00
0a1d86e1f5 Bugfix: Scroll constraint favors top/left edge
For levels having a top/left scroll boundary, the top/left point takes
higher priority for resolving out-of-bounds scroll ranges instead of the
bottom/right.

This fixes a bug where you Zoom Out of a level far enough that the
entire boundaries of a Bounded level are smaller than the viewport into
the level. It could happen if playing normal levels in Play Mode on a
very high-resolution monitor. Previously, the level would anchor to the
bottom/right corner of your screen.

With the Zoom In/Out Feature this broke the ability to scroll well on
the level; so the easy fix is to put the X>0, Y>0 bounds check after the
above, so the level will hug the top/left corner of the screen which
fixes both problems.
2021-09-12 15:59:40 -07:00
21520e71e9 Zoom: Fix scrolling into negative coordinates
* If you open a wide unbounded level like Castle.level and zoom out and
  scroll left (into negative world coordinates), the level chunks
  display correctly now.
2021-09-12 15:47:16 -07:00
fd730483b0 Zoom Improvements
* Doodad outline while dragging is now sized properly for the zoom level
* Make doodad hitboxes for Actor/Link Tool more accurate while zoomed
* Fix chunks low on the level not loading while zoomed in
* Fix Link lines drawn between doodads while zoomed - they point to the
  correct position and their DrawLine calls have been optimized so they
  don't lag out the level when lots of them are drawn at once.
2021-09-12 15:27:37 -07:00
6f5bd910c8 Zoom Progress: Actor/Link Tool Hitboxes
* When the Actor Tool or Link Tool is active, mouse-over hitboxes on the
  level's actors now works correctly while zoomed and scrolling in the
  level.
* Regression: Level chunks don't appear outside a certain range from
  origin while zoomed in.
* Regression: Actors don't draw their sprite while zoomed in, but do
  when zoomed out.
2021-09-12 14:42:39 -07:00
731d142dd6 WIP Zoom hell 2021-09-11 22:30:45 -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
ecdfc46358 Zoom And Edit
Progress on the Zoom feature: when you zoom in and out, you can draw
shapes accurately onto the level. Seems a little buggy if you edit
while scrolling (as in drawing a very long line).

The title screen buttons are now more colorful.
2021-09-11 17:02:01 -07:00
449a30dc2c Small typo fix 2021-09-03 21:45:48 -07:00
f446ed9130 Prepare v0.8.0 for release 2021-09-03 21:35:12 -07:00
7866f618da First-class Doodad Hitboxes + Generic Item Script
A new property is added to the Doodad struct: Hitbox (Rect).

The uix.Actor for Play Mode will defer to the Doodad.Hitbox until the
JavaScript has manually set its own via Self.SetHitbox(). So in effect,
scripts no longer need to worry about their hitbox! The one assigned to
the Doodad will be the default.

Scripts can check if their hitbox is zero before setting a default:

  if (Self.Hitbox().IsZero()) {
    var size = Self.Size()           // get doodad canvas size
    Self.SetHitbox(0, 0, size, size) // the full square
  }

The built-in generic doodad scripts have made this change, so that your
simple doodad can have a custom hitbox defined easily using in-game
tools.

Other changes:

* New script: Generic Collectible Item. Selecting it will add a
  "quantity" tag to your doodad, to easily configure the script.
* JavaScript API: "Self.Hitbox()" returns your doodad's current hitbox.
  You can check "Self.Hitbox.IsZero()" to check if it's empty.
2021-09-03 20:39:44 -07:00
7ea86b4ffc Generic Doodad Script Selection
In the Doodad Properties window, instead of browsing to select a .js
file to install your script, a SelectBox of built-in generic scripts are
available. These scripts implement simple behaviors and adapt to the
full canvas size of the doodad.

Built-in scripts so far include:

* generic-anvil.js: behaves just like the Anvil.
* generic-fire.js: the entire canvas hitbox acts like fire pixels,
  "burning" mobile doodads and failing the level for the player.
* generic-solid.js: the entire canvas hitbox acts solid
2021-09-02 22:33:28 -07:00
0fa1bf8a76 Editor: Doodad Properties Window
The Doodad Properties window brings many features that used to be
available only in the `doodad` CLI tool into the Doodad Editor.

* In the Doodad Editor there is a new menubar item: "Doodad" which
  corresponds to the "Level" menu when you're editing a level.
* The "Doodad" menu has two items:
  - "Doodad Properties" (NEW)
  - "Layers" (moved here from the Tools menu)
* The Doodad Properties window lets you edit the Title and Author values
  of the doodad, as well as modify its Tags and manage its Script.
* Its script can be attached (browse for .js file on disk), its existing
  script saved back to disk (dev shell prompt) or deleted altogether
  from the doodad.
* You can create, modify, and delete Tags on the doodad.

Other changes:

* In the Level Editor, the "Level->Page Settings" menu is renamed to
  "Level->Level Properties" to match with "Doodad->Doodad Properties"
  and the pop-up window is retitled accordingly.
* The Exit Flag only exits if the Player touches it - not just any
  mobile doodad!
2021-09-02 21:26:55 -07:00
0cc1d17f4f Sort levels and doodads in the Open menu 2021-08-15 20:27:05 -07:00
1ac85c9297 Checkpoint Flag & Retry from Checkpoint
* New Doodad: Checkpoint Flag. They update the player's spawn point
  whenever the player passes one. The most recently activated
  checkpoint is rendered brighter than the others.
* End Level Modal: the fake alert box window drawn by the Play Mode
  is replaced with a fancy modal widget (similar to Alert and Confirm).
  It handles level victory or failure conditions and can show or hide
  all the buttons as needed.
* Gameplay: There is a "Retry from Checkpoint" option added, which
  appears in the level failure modal. It will teleport you back to
  the Start Flag or the last Checkpoint Flag you had touched, without
  resetting the level -- your keys, unlocked doors, etc. will be
  preserved so you can retry.
* Set a maximum speed on the "Camera Follows Actor" logic of 64
  pixels per tick. This results in a smoother scrolling transition
  when the player jumps to a new location on the map, such as by
  a Warp Door.
* Update the default color palettes:
    * All: Add a "hint" magenta color.
    * Colored Pencil: Add a "darkstone" solid color.

Updates to the Doodads JavaScript API:

* SetCheckpoint(Point(x, y)): set the player character's spawn
  position. Giving it Self.Position() is an easy way to set the
  player spawn to your doodad's location.
2021-08-15 20:17:53 -07:00
0bf5045a53 Death Barrier and Player Character Cheat Codes
* Added the Death Barrier to Play Mode to catch players from falling off
  the map and then falling indefinitely, especially on Unbounded maps.
* The Death Barrier is set 1,000 pixels below the lowest point on your
  map. If the player falls here they get a death message: "Watch out for
  falling off the map!"
* Added cheat codes to change the default Player Character doodad, as a
  way to force play as a different character (for levels which don't
  specify a custom character):
  * Play as Bird: fly like a bird
  * Play as Blue Azulian: the cell
  * Play as Thief: play as thief
  * Reset to default (Boy): pinocchio
2021-08-15 17:01:18 -07:00
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
0518df226c New Doodad: Anvil
* The Anvil doodad is affected by gravity and becomes dangerous when
  falling. If it lands on the player character, you die! If it lands on
  any other mobile doodad, it destroys it! It can land on solid doodads
  such as the Electric Trapdoor and the Crumbly Floor. It will activate
  a Crumbly Floor if it lands on one, and can activate buttons and
  switches that it passes.
* JavaScript API: FailLevel(message) can be called from a doodad to kill
  the player character. The Anvil does this if it collides with the
  player while it's been falling.
2021-08-08 21:57:41 -07:00
810ba193d9 Doodads: Electric Trapdoor and Resettable Box
* New doodad: Electric Trapdoor. It is a horizontal version of the
  Electric Door. Opens while powered by a button or a switch and closes
  when it loses power.
* The Box doodad will reset to its original location if it receives a
  power signal from a linked Button or Switch. So for box pushing
  puzzles you can add a reset button in case the boxes get stuck.
* Refactored the Doodad build scripts into many Makefiles for easier
  iteration (don't need to compile ALL doodads to test one).

Updates to the JavaScript API for doodads:

* Self.MoveTo(Point) is now available to set the actor's position in
  world coordinates.
2021-08-08 20:10:42 -07:00
49876c4fdf New TabFrame Widget for Doodads and Settings
* Install the new ui.TabFrame widget into the Settings and Doodad
  Dropper windows to give them properly tabbed interfaces.
* Doodad Dropper's new tabs divide the list of doodads into categories
  to make them easier to find.
* The officially defined categories so far are:
  - Objects (Start/End Flags and Box)
  - Doors (All locked doors and keys, Warp Doors, and Electric Door)
  - Gizmos (All buttons, switches, state blocks/doors, Electric Door)
  - Creatures (Blue/Red Azulian, Bird, Boy)
* The "All" tab of the Doodad Dropper will show every doodad regardless
  of its category or whether it fit one of the official categories.
* How doodads are assigned categories is by a special "category" tag in
  their metadata, e.g. "category=doors,gizmos" - multiple supported.
2021-07-25 21:46:55 -07:00
215ed5c847 Stabilize Load Screen by Deferring SDL2 Calls
* The loading screen for Edit and Play modes is stable and the risk of
  game crash is removed. The root cause was the setupAsync() functions
  running on a background goroutine, and running SDL2 draw functions
  while NOT on the main thread, which causes problems.
* The fix is all SDL2 Texture draws become lazy loaded: when the main
  thread is presenting, any Wallpaper or ui.Image that has no texture
  yet gets one created at that time from the cached image.Image.
* All internal game logic then uses image.Image types, to cache bitmaps
  of Level Chunks, Wallpaper images, Sprite icons, etc. and the game is
  free to prepare these asynchronously; only the main thread ever
  Presents and the SDL2 textures initialize on first appearance.
* Several functions had arguments cleaned up: Canvas.LoadLevel() does
  not need the render.Engine as (e.g. wallpaper) textures don't render
  at that stage.
2021-07-19 17:14:00 -07:00
d4e6d9babb Loading Screen
* pkg/loadscreen implements a global Loading Screen for loading heavy
  levels for playing or editing.
* All chunks in a level are pre-rendered to bitmap before gameplay
  begins, which reduces stutter as chunks were being lazily rendered on
  first appearance before.
* The loading screen can be played with in the developer console:
  $ loadscreen.Show()
  $ loadscreen.Hide()
  Along with ShowWithProgress(), SetProgress(float64) and IsActive()
* Chunker: separate the concerns between Bitmaps an (SDL2) Textures.
* Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image)
  and caches it, only re-rendering if marked as dirty.
* Chunker.Texture() will use the pre-cached bitmap if available to
  immediately produce the SDL2 texture.

Other miscellaneous changes:

* Added to the Colored Pencil palette: Sandstone
* Added "perlin noise" brush pattern

Note: this commit introduces instability and crashes:

* New `asyncSetup()` functions run on a goroutine, but SDL2 texture
  calls must run on the main thread.
* Chunker avoids this by caching bitmaps, not textures.
* Wallpaper though is unstable, sometimes works, sometimes has graphical
  glitches, sometimes crashes the game.
* Wallpaper.Load() and the *Texture() functions are where it crashes.
2021-07-18 21:19:52 -07:00
8603c43c58 Gzip Compression for Levels and Doodads
* Levels and Doodad files will be written in gzip-compressed JSON format
* `boolProp compress-drawings false` to disable compression and save as
  classic JSON format directly
* The game can still read uncompressed JSON files

The file size savings on some built-in assets:

* Tutorial 2.level: 2.2M -> 414K (82% smaller)
* warp-door-orange.doodad: 105K -> 17K (84% smaller)
2021-07-13 20:06:57 -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
26b1ac88dd Shift to scroll slowly + Doodads on Q
* Holding Shift while pressing arrow keys in the editor will scroll by
  just 1 pixel per tick to aid in precise debugging with the Zoom In/Out
  feature.
* The keybinds used in canvas_editable.go to catch the arrow keys are
  updated to use our nice keybind package. As a consequence, the WASD
  keys will also scroll the level.
* The "d for Doodads" keybind is renamed "q" so as not to open the
  Doodads window whenever scrolling right using the WASD keys.
2021-07-13 18:04:25 -07:00
37f6177a17 Zoom In/Out Feature: WorldIndexAt Fixed
WorldIndexAt() translates the pixel below the mouse cursor in screen
space (0,0 at top-left corner of the application window) into a world
coordinate in the level shown inside the canvas, taking into account the
canvas's position on the window and the scroll position.

It now translates correctly when zoom In or Out, so the "Abs:" mouse
position level in the status bar shows correctly.

Zoom features that are still jank:

- Scrolling while zoomed in, the chunks to the top/left start unloading
  too rapidly and outpacing the scroll, eventually level is invisible
- Drawing and committing pixels to the image while zoomed in/out is
  unpredictable where the pixels actually land.
- Actors in the level don't move or zoom at all.
2021-07-13 18:04:25 -07:00
ed492a4451 Progress on the Zoom In/Out Feature
* Got the level chunks AND the wallpaper to both scale UP and DOWN
  consistently together.
* Trying to draw new pixels while zoomed in/out ends up offsetting the
  pixels by 2X still. Still seems an issue between screen coordinates
  and world coordinates. Zoom in 2X and try and draw a line 64px from
  the corners of the screen? The committed line appropriately lands at
  the 64px coord on the level data but, zoomed in, it appears 2X to the
  right on the screen from where I dropped the cursor!
* When zooming OUT, the limit on number of chunks the viewport will try
  and render is not increased, leaving dead space in the screen; more
  chunks should render when there's room.
2021-07-11 21:54:28 -07:00
0af4dd40bc Bugfix (Windows): Bindata wallpapers weren't resolving
* The Windows build of v0.6.0 couldn't load embedded wallpapers such as
  legal.png when asked, but could load the hard-coded default.png
* Root cause was the filesystem.FindFile() checking for path separators
  in the filepath, and on Win32 this is \ but the internal wallpaper
  paths use /
2021-07-11 14:09:18 -07:00
1105d9312a Updater: Better SemVer version checks for updates
* Instead of a simple "cur. ver != latest ver" check, parse the Major,
  Minor and Patch components and do a detailed check.
* So a x.x.1 release could be made for a specific platform that had a
  bad build, and it won't mind when it sees the latest version is the
  older x.x.0 build that other platforms had working fine.
2021-07-11 14:09:18 -07:00
99c93dc174 Fix Profile Directory file:// URI for Windows 2021-06-20 13:21:47 -07:00
53123dff1d Prepare v0.7.0 for release 2021-06-20 13:10:23 -07:00