Commit Graph

45 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
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
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
864156da53 Settings Window + Bugfix
* Added a Settings window for game options, such as enabling the
  horizontal toolbars in Edit Mode. The Settings window also has a
  Controls tab showing the gameplay buttons and keyboard shortcuts.
* The Settings window is available as a button on the home screen OR
  from the Edit->Settings menu in the EditScene.
* Bugfix: using WASD to move the player character now works better and
  is considered by the game to be identical to the arrow key inputs. Boy
  now updates his animation based on these keys, and they register as
  boolean on/off keys instead of affected by key-repeat.
* Refactor the boolProps: they are all part of usercfg now, and if you
  run e.g. "boolProp show-all-doodads true" and then cause the user
  settings to save to disk, that boolProp will be permanently enabled
  until turned off again.
2021-06-19 22:14:41 -07:00
0449737607 License Key Registration with ECDSA JWT Tokens
* New command-line tool: doodle-admin for signing license keys for
  users. Includes functions to initialize a keypair, sign license keys
  and validate existing keys.
* The Main Menu screen shows a blue "Register Game" button in the bottom
  right corner of the screen, for unregistered users only.
* In Edit Mode, there is a "Help -> Register" menu item that opens the
  License Window.
* The License UI Window lets the user select the license.key file to
  register the game with. If registered, a copy of the key is placed in
  Doodle's profile directory and the licensee name/email is shown in the
  License UI window.
* Unregistered games will show the word "(shareware)" next to the title
  screen version number and Edit Mode status bar.
* No restrictions are yet placed on free versions of the game.
2021-06-16 21:56:30 -07:00
d9bca2152a WIP Publish Dialog + UI Improvements
* File->Publish Level in the Level Editor opens the Publish window,
  where you can embed custom doodads into your level and export a
  portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
  designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
  as well, locking it in to those versions and not using updated
  versions from future game releases.

UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
  default button and close the modal, corresponding to its Primary
  button.
* The developer console is now opened with the tilde/grave key ` instead
  of the Enter key, so that the Enter key is free to click through
  modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
  the level and doodad sections, spawning a native File Open dialog to
  pick a .level or .doodad outside the config root.
2021-06-10 22:36:22 -07:00
eb24858830 Brush Pattern Textures
Palette swatches gain a new property: Pattern.

Patterns are grayscale textures that the swatch color will sample
against when drawing pixels to the level, by taking the world coordinate
modulo a value inside the texture.

A few algorithms were tried (Screen, Overlay), this branch lands on one
that tries to cast the color from grayscale which comes out rather dark;
to get a patterned color to look black while still seeing the pattern,
the color needs to be as bright as #777 to get the effect.
2021-06-09 22:36:32 -07:00
9529980ee4 Update changelog for v0.4.0-alpha 2020-11-20 23:35:37 -08:00
6e40d58010 WIP Zoom Tool
* Added Feature Flag support, run doodle with --experimental to enable
  all flags. Eraser Tool is behind a feature flag now.
* + and - on the top row of keyboard keys will zoom the drawing in and
  out in Edit Mode. The wallpaper zooms nicely enough, but level
  chunkers need work.
* A View menu is added with Zoom in/out, reset zoom, and scroll to
  origin options. The whole menu is behind the Zoom feature flag.
* Update README with lots of details for fun debug mode options to play
  around with.
2020-11-19 20:09:15 -08:00
24aef28a0d Centralize Keybinds, Improve Menus
* pkg/keybinds holds central functions to check global keybinds, like
  DebugOverlay (F3), Undo (Ctrl-Z), GotoPlay/GotoEdit (p/e), etc.
* The Tools menu in the editor mode lists out more options to select
  various drawing tools (line, pencil, etc.) - and showing the hotkey
  for each tool.
2020-11-17 18:22:48 -08:00
190d4be1b6 Layer Selection Window for Doodad Editor
* When editing a doodad in the Editor Mode, the toolbar has a "Lyr."
  button that opens the Layers window.
* The Layers window allows switching the active doodad layer that you
  are drawing on, as well as create and rename layers.
* With this feature, Doodads may be fully drawn in-game, including
  adding alternate named layers for animations and multiple-state
  doodads.
* Update the Pager component to have a configurable MaxPageButtons.
  Controls that have more pages than this limit will stop having buttons
  drawn after the limit. The "Forward" and "Next" buttons can still
  navigate into the extra pages.
* Refactored and centralized the various popup windows in Editor Mode
  into editor_ui_popups.go; the SetupPopups() and various methods such
  as ShowPaletteWindow() and ShowDoodadDropper() make management of
  popups simple for the editor_ui!
* The Menu Bar in Editor Mode now has context-specific tools in the
  Tools menu: the Doodad Dropper for levels and Layers for doodads.
* Bugfix the Palette Editor window to work equally between Levels and
  Doodads, by only having it care about the Palette and not the Level
  that owns it.
2020-11-16 23:23:21 -08:00
336a949ed0 Global UI Popup Modals
* Adds global modal support in the pkg/modal/ package. It has easy
  Alert() and Confirm() methods to prompt the user before calling a
  callback function on affirmative response.
* Modals have global app state: they're processed in the main loop in
  pkg/doodle.go similar to the global command shell.
* When a modal is active, a semitransparent black frame covers the
  screen (gameplay loop paused, last game frame rendered below) and the
  modal window appears on top.
* The developer console retains higher priority than the modal system
  and always renders on top.
* Editor Mode: track when the level pixels have been modified, and
  confirm the user about unsaved changes when they attempt to close the
  level (New, Open, Close, etc.)
* Global: the Escape key no longer immediately shuts down the game, but
  will confirm the user's intent via a modal.
* File->Quit in the Editor Mode also invokes the confirm shutdown modal.
2020-11-15 18:02:35 -08:00
47cca8c7c6 Palette Editor and Doodad Dropper Windows
* Start the program window maximized with the `-w maximized` CLI option.
* Move the Doodad Palette off the right-side dock of the Editor Scene and
  into its own pop-up window: the DoodadDropper.
* Shrink the width of the Color Palette panel and show only the colors in
  the buttons. The name of the swatch is available in the mouse-over tooltip.
* Added an "Edit" button to the Color Palette. It opens a Palette Editor
  window where you can rename, change colors and attributes of existing colors
  OR insert new colors into your palette. (Deleting colors not yet supported).
* level.Chunker gets a Redraw method: invalidates all cached textures of all
  chunks forcing the level to redraw itself, possibly with an updated palette.
2020-07-09 19:38:37 -07:00
2c032f1df7 Menu Bar Update
* Integrate the new ui.MenuBar into the Editor Scene.
  * File: New Level/Doodad, Save [as], Open, Close, Exit
  * Edit: Undo, Redo, Level options
  * Level: Playtest
  * Tools: Debug overlay, Command shell
  * Help: User Manual, About
* Add an About dialog accessible from the Help menu.
2020-06-04 21:55:54 -07:00
7b3aec0fef Fix Two-State Blocks & Collision Detection
* Two-state Buttons now also subscribe to the state change message, so
  other on/off buttons in the same level update to match the state of
  the button that was hit.
* Add lock mutexes around the scripting engine to protect from
  concurrent event handlers.
2020-01-02 17:58:22 -08:00
cd31868a13 Add app version/update check to the Main Scene 2020-01-01 17:50:15 -08:00
0437adfbf8 Change types int32 -> int per upstream render and ui library 2019-12-27 19:16:34 -08:00
d658359240 Switch github.com/kirsle/golog to git.kirsle.net/go/log
* New logger module supports js/wasm build by skipping the dependency on
  ssh/terminal (which detected interactive consoles, not applicable to
  JS). In WASM the logs go to the browser console and ANSI color codes
  not needed.
2019-12-22 18:34:31 -08:00
ea0b41a781 Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
7355778a39 render: Refactor Events System to Make Module Standalone
* Refactor the events used in lib/render/sdl to be more general-purpose
  to make librender a stand-alone library separate from Doodle.
2019-12-22 14:11:01 -08:00
65a811db0d Auto-prune Empty Chunks in Level Files
* Discovered a bug where if you hit the Undo key to erase pixels and an
  entire chunk became empty by it, the chunk would have rendering errors
  and show as a solid black square instead of the level wallpaper
  showing through.
* Chunks that have no pixels in them are culled from the chunker
  immediately when you call a Delete() operation.
* The level file saver also calls a maintenance function to prune all
  empty chunks upon saving the file. So existing levels with broken
  chunks need only be re-saved to fix them.
2019-07-16 22:10:18 -07:00
cc1e441232 Eraser Tool, Brush Sizes
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
  to control the brush size.
  * Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
  and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
  you change them, so that Undo will set them back how they were instead
  of deleting the pixel entirely. Due to performance issues, this only
  happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
  an int reference.

Aforementioned performance issues:

* When we try to remember whole rects of pixels for drawing thick
  shapes, it requires a ton of scanning for each step of the shape. Even
  de-duplicating pixel checks, tons of extra reads are constantly
  checked.
* The Eraser is the only tool that absolutely needs to be able to
  remember wiped pixels AND have large brush sizes. The performance
  sucks and lags a bit if you erase a lot all at once, but it's a
  trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
  thick brushes, so the Undo action will simply delete your pixels and not
  reset them. Only the Eraser can bring back pixels.
2019-07-11 19:07:46 -07:00
a504658055 Centralized Tick Counter, Fix Actor Dragging Bug
* The game's tick counter was moved from Doodle.ticks to shmem.Tick
  where it is more easily available from every corner of the code.
* Fix a bug in the Level Editor where dragging an already-existing actor
  from one part of your map to another, would cause it to lose all its
  data (especially its UUID), breaking links to other doodads. Now the
  existing Actor catches a ride on the drag object to be reinserted
  later.
* Animate the Link Line visualizers between actors. They now animate a
  blinking color between magenta and grey-ish.
2019-07-05 16:04:36 -07:00
0c22ecae5e Level Exit Doodad
* Add a Level Exit doodad, which for now is a little blue flag on a pole
  that reads "END"
* JavaScript API: global function EndLevel() will end the level. The
  exit doodad calls this when touched by the player.
* Add a "Level Completed" alert box UI to PlayScene with dynamic button
  layouts.
  * The alert box pops up when a doodad calls EndLevel() and contains
    action buttons what to do next.
  * "Play Again" restarts the current level again.
  * "Edit Level" if you came from the EditorScene; otherwise this button
    is not visible.
  * "Next Level" is a to-be-implemented button to advance in the single
    player story mode. Only shows up when PlayScene.HasNext=true.
  * "Exit to Menu" is always visible and closes out to the MainScene.
2019-07-02 15:24:46 -07:00
ba6892aa95 WASM Texture Caching
* Refactor texture caching in render.Engine:
  * New interface method: NewTexture(filename string, image.Image)
  * WASM immediately encodes the image to PNG and generates a JavaScript
    `Image()` object to load it with a data URI and keep it in memory.
  * SDL2 saves the bitmap to disk as it did before.
  * WASM: deprecate the sessionStorage for holding image data. Session
    storage methods panic if called. The image data is directly kept in
    Go memory as a js.Value holding an Image().
* Shared Memory workaround: the level.Chunk.ToBitmap() function is where
  chunk textures get cached, but it had no access to the render.Engine
  used in the game. The `pkg/shmem` package holds global pointers to
  common structures like the CurrentRenderEngine as a work-around.
  * Also shmem.Flash() so Doodle can make its d.Flash() function
    globally available, any sub-package can now flash text to the screen
    regardless of source code location.
  * JavaScript API for Doodads now has a global Flash() function
    available.
* WASM: Handle window resize so Doodle can recompute its dimensions
  instead of scaling/shrinking the view.
2019-06-27 12:03:52 -07:00
48fc40ade4 Texture Caching for WASM Canvas Engine
* Add RGBA color blending support in WASM build.
* Initial texture caching API for Canvas renderer engine. The WASM build
  writes the chunk caches as a "data:image/png" base64 URL on the
  browser's sessionStorage, for access to copy into the Canvas.
* Separated the ClickEvent from the MouseEvent (motion) in the WASM
  event queue system, to allow clicking and dragging.
* Added the EscapeKey handler, which will abruptly terminate the WASM
  application, same as it kills the window in the desktop build.
* Optimization fix: I discovered that if the user clicks and holds over
  a single pixel when drawing a level, repeated Set() operations were
  firing meaning multiple cache invalidations. Not noticeable on PC but
  on WebAssembly it crippled the browser. Now if the cursor isn't moving
  it doesn't do anything.
2019-06-26 22:44:08 -07:00
c5c85330de WASM Event Queue
* Refactor the event system in the WASM render engine to serialize the
  async JavaScript events into a channel, so that queued events are read
  off serially in the main loop similar to SDL. This fixes keyboard
  input issues, altho if you type really fast some input keys get lost.
2019-06-26 20:33:24 -07:00
af67b20d9b Initial WebAssembly Build Target
* Initial WebAssembly build target for Doodle in the wasm/ folder.
* Add a new render.Engine implementation, lib/render/canvas that uses
  the HTML 5 Canvas API instead of SDL2 for the WebAssembly target.
  * Ported the basic DrawLine(), DrawBox() etc. functions from SDL2 to
    Canvas context2d API.
  * Fonts are handled with CSS embedded fonts named after the font
    filename and defined in wasm/index.html
* `make wasm` builds the WASM program, and `make wasm-serve` runs a dev
  Go server that hosts the WASM file for development. The server also
  watches the dev tree for *.go files and rebuilds the WASM binary
  automatically on change.
* This build "basically" runs the game. UI and fonts all work and mouse
  movements and clicks are detected. No wallpaper support yet or texture
  caching (which will crash the game as soon as you click and draw a
  pixel in your map!)
2019-06-26 18:40:40 -07:00
4dd1bebc5f Add MenuScene with New Level UI
* Debug mode: no longer enables the DebugOverlay (F3) by default, but
  does now insert the current FPS counter into the window title bar.
* ui.Frame: set a default "mostly transparent" BG color so the frame
  background doesn't render as white.
* Add the MenuScene which will house the game's main menus.
* The "New Level" menu is first to be added.
  * UI lets you pick Page Type and Wallpaper using radio buttons.
  * Page Type: Unbounded, Bounded (default), No Negative Space, Bordered
  * Fix bugs in uix.Canvas to fully support all these page types.
2019-06-25 15:01:37 -07:00
1150d6d3e9 Add Branding Module for Centralized Game Info
* Moves the game's Title, Summary and Version into pkg/branding where it
  is centrally controlled.
2019-06-23 17:52:48 -07:00
d28745f89e Mobile Enemy Doodad Test
* Add a Red Azulian as a test for mobile enemies.
  * Its A.I. has it walk back and forth, changing directions when it
    comes up against an obstacle for a few moments.
  * It plays walking animations and can trigger collision events with
    other Doodads, such as the Electric Door and Trapdoor.
* Move Gravity responsibility to the doodad scripts themselves.
  * Call `Self.SetGravity(true)` to opt the Doodad in to gravity.
  * The canvas.Loop() adds gravity to any doodad that has it enabled.
2019-05-06 16:30:45 -07:00
693664db6c Shareware Build Flags
* Build the app with -tags="shareware" to compile the free/shareware
  build of the game.
* `make build-free` compiles both binaries to the bin/ folder in
  shareware mode.
* The constant balance.FreeVersion is true in the shareware build and
  all functionality related to the Doodad Editor UI mode is disabled
  in this build mode.
2019-04-19 17:23:37 -07:00
52a2545692 Remove ScreenshotKey Event, Add F* Key Handlers
* The F3 key now toggles the Debug Overlay, which is now OFF by default.
* The F4 key now toggles the Debug Collision Boxes feature.
2019-04-19 16:21:04 -07:00
1e80304061 Initial Doodad JavaScript System
* Add the JavaScript system for Doodads to run their scripts in levels,
  and wire initial OnCollide() handler support.
* CLI: Add a `doodad install-script` command to the doodad tool.
  * Usage: `doodad install-script <index.js> <filename.doodad>`
* Add dev-assets folder for storing source files for the official
  default doodads, sprites, levels, etc. and for now add a JavaScript
  for the first test doodad.
2019-04-15 23:07:40 -07:00
5c08577214 Port over code from old collision dev PR 2019-04-09 19:17:56 -07:00
8fc4f39da0 Improvements to the Debug Overlay Feature
* Scenes can insert custom key/value labels to the debug overlay and
  track string variables in real time
* Added ability to unthrottle FPS in main loop
2019-04-09 18:28:08 -07:00
2b42a072a0 Code Layout Refactor
* All private Doodle source code into the pkg/ folder.
* Potentially public code into the lib/ folder.
* Centralize the logger into a subpackage.
2019-04-09 17:35:44 -07:00