Commit Graph

99 Commits

Author SHA1 Message Date
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
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
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
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
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
690fdedb91 Add the ui.ColorPicker 2022-01-01 18:48:34 -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
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
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
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
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
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
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
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
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
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
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
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
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
dce32ea14b Diverge Free vs. Paid Features
* Free (shareware) versions of the game will not be able to Publish
  Levels (attach custom doodads to the level file) and they will not be
  able to load a level which relies on embedded doodads.
* The UI for the Publish Level window is still available, but clicking
  on the confirm button will just open the Register (License) window.
* When loading a level containing embedded doodads: if some can't load
  because they're embedded and you're using the free version of the
  game, the error message is customized to reflect that.
2021-06-16 22:35:01 -07:00
e6b71f5512 Fix Scroll-Follow-Actor Behavior
* The scrollbox by which the game follows the player character has been
  revised, it is now an offset away from the window's center instead of
  fixed pixel distances from the window's edges.
* Mobile form-factor (Pinephone) now scrolls OK instead of jerking back
  and forth rapidly when moving left.
2021-06-13 20:25:42 -07:00
7093b102e3 Embeddable Doodads In Levels
* The Publisher is all hooked up. No native Save File dialogs yet, so
  uses the dev shell Prompt() to ask for output filename.
* Custom-only or builtin doodads too can be stored in the level's file
  data, at "assets/doodads/*.doodad"
* When loading the embedded level in the Editor: it gets its custom
  doodads out of its file, and you can drag and drop them elsehwere,
  link them, Play Mode can use them, etc. but they won't appear in the
  Doodad Dropper if they are not installed in your local doodads
  directory.
* Fleshed out serialization API for the Doodad files:
  - LoadFromEmbeddable() looks to load a doodad from embeddable file
    data in addition to the usual places.
  - Serialize() returns the doodad in bytes, for easy access to embed
    into level data.
  - Deserialize() to parse and return from bytes.
* When loading a level that references doodads not found in its embedded
  data or the filesystem: an Alert modal appears listing the missing
  doodads. The rest of the level loads fine, but the actors referenced
  by these doodads don't load.
2021-06-13 14:59:03 -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
640e75ba4d Custom Wallpapers for Levels
* You can now browse for a custom wallpaper image to use with your
  levels. A platform-native file picker dialog is used (no WASM support)
* In the New/Edit Level Properties dialog, the Wallpaper drop-down
  includes an option to browse for a custom map.
* When editing an existing level: the wallpaper takes effect immediately
  in your level once the file is picked. For NEW levels, the wallpaper
  will appear once the "Continue" button is pressed.
* All common image types supported: png, jpeg, gif.
* The wallpaper is embedded in the level using the filepath
  "assets/wallpapers/custom.b64img" as a Base64-encoded blob of the
  image data.
* The `doodad show` command will list the names and sizes of files
  embedded in levels. `doodad show --attachment <name>` will get an
  attachment and print it to the console window.
* To extract a wallpaper image from a level:
  `doodad show -a assets/wallpapers/custom.b64img | base64 -d > out.png`
2021-06-06 18:59:04 -07:00
be47dc21c7 Decouple gravity from player velocities 2021-06-02 22:18:25 -07:00
d14eaf7df2 Collision Box Updates
* The F4 key to draw collision boxes works reliably again: it draws the
  player's hitbox in world-space using the canvas.DrawStrokes()
  function, rather than in screen-space so it follows the player
  reliably.
* The F4 key also draws hitboxes for ALL other actors in the level:
  buttons, enemies, doors, etc.
* The level geometry collision function is updated to respect a doodad's
  declared Hitbox from their script, which may result in a smaller box
  than their raw Canvas size. The result is tighter collision between
  doodads, and Boy's sprite is rather narrow for its square Canvas so
  collision on rightward geometry is tighter for the player character.
* Collision checks between actors also respect the actor's declared
  hitboxes now, allowing for Boy to get even closer to a locked door
  before being blocked.
2021-06-02 20:50:28 -07:00
76b7dfa4f8 Various updates
New doodad interactions:
* Sticky Buttons will emit a "sticky:down" event to linked doodads, with
  a boolean value showing the Sticky Button's state.
* Normal Buttons will listen for "sticky:down" -- when a linked Sticky
  Button is pressed, the normal Button presses in as well, and stays
  pressed while the sticky:down signal is true.
* When the Sticky Button is released (e.g. because it received power
  from another doodad), any linked buttons which were sticky:down
  release as well.
* Switch doodads emit a new "switch:toggle" event JUST BEFORE sending
  the "power" event. Sensitive Doodads can listen for switches in
  particular this way.
* The Electric Door listens for switch:toggle; if a Switch is activated,
  the Electric Door always flips its current state (open to close, or
  vice versa) and ignores the immediately following power event. This
  allows doors to toggle on/off regardless of sync with a Switch.

Other changes:
* When the player character dies by fire, instead of the message saying
  "Watch out for fire!" it will use the name of the fire swatch that
  hurt the player. This way levels could make it say "Watch out for
  spikes!" or "lava" or whatever they want. The "Fire" attribute now
  just means "instantly kills the player."
* Level Editor: You can now edit the Title and Author name of your level
  in the Page Settings window.
* Bugfix: only the player character ends the game by dying in fire.
  Other mobile doodads just turn dark but don't end the game.
* Increase the size of Trapdoor doodad sprites by 150% as they were a
  bit small for the player character.
* Rename the game from "Project: Doodle" to "Sketchy Maze"
2021-03-30 23:40:41 -07:00
837960c477 Doodads: Small Key Door + Bigger Crumbly Floor
* The crumbly floor doodad was made 50% larger.
* New doodad: Small Key and Small Key Door. These work like the colored
  doors and locks except each Small Key is consumed when it unlocks a
  door. The door's appearance is of iron bars.
* The inventory HUD displays a small quantity label in the lower-right
  corner of items that have a quantity, such as the Small Key. This is
  done as a Canvas.CornerLabel string attribute on uix.Canvas.
* The "give all keys" cheat adds 99 Small Keys to your inventory.
2021-01-03 17:06:33 -08:00
3892087932 Doodads: Use Key and Working Warp Doors
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a
  collision event doing so.
* Warp Doors are now functional: the player opens a door, disappears,
  the door closes; player is teleported to the linked door which opens,
  appears the player and closes.
* If the player exits thru a Blue or Orange door which is disabled
  (dotted outline), the door still opens and drops the player off but
  returns to a Disabled state, acting as a one-way door.
* Clean up several debug log lines from Doodle and doodad scripts.
2021-01-03 15:19:21 -08:00
2c1185cc9f Doodads: Warp Doors, Bird, Larger State Blocks
* The blue and orange ON/OFF state blocks have all been increased in
  size to better match the player character (42x42 up from 33x33)
* Added a new mob: the Red Bird. It flies back and forth while
  maintaining its altitude, similar to the Red Azulian. Planned AI
  behavior is to divebomb the player when it gets close. Dive sprites
  are included but not yet hooked up in JavaScript.
* Warp Doors! (WIP). They have a golden "W" on them and come in three
  varieties: Brown, Blue and Orange. The blue and orange ones are
  sensitive to the State Block and will become dotted outlines when
  inactive (and can not be entered in this state). The door opens for
  the player character, makes him disappear, then closes again. The plan
  is it will then warp you to the location of a linked Warp Door
  elsewhere on the level, but for now it will just make the player
  re-appear after completing the Close Door animation.
2020-12-29 20:31:35 -08:00
6cd5f17e9b Prepare v0.4.0 for release 2020-11-19 20:51:02 -08:00