* 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.
* The `doodad` CLI tool got a lot of new commands:
* `doodad show` to verbosely print details about Levels and Doodads.
* `edit-level` and `edit-doodad` to update details about Levels and
Doodads, such as their Title, Author, page type and size, etc.
* Doodads gain a `Hidden bool` that hides them from the palette in
Editor Mode. The player character (Blue Azulian) is Hidden.
* Add some boolProps to the balance/ package and made a dynamic system
to easily configure these with the in-game dev console.
* Command: `boolProp list` returns available balance.boolProps
* `boolProp <name>` returns the current value.
* `boolProp <name> <true or false>` sets the value.
* The new boolProps are:
* showAllDoodads: enable Hidden doodads on the palette UI (NOTE:
reload the editor to take effect)
* writeLockOverride: edit files that are write locked anyway
* prettyJSON: pretty-format the JSON files saved by the game.
* 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.
* Rudimentary scrolling shows a Left and Right button at the top of the
Doodad Palette if your window is deemed not tall enough to contain all
of the doodads.
* A "progress bar" is shown between the buttons indicating the
percentage of your scroll down the doodad list. When you're able to
see the final row of doodads, the progress bar is at 100%.
* Toolbar has icon buttons for the Pencil Tool, Line Tool, Rect Tool,
Actor Tool and Link Tool.
* Remove the tab buttons from the top of the Palette window. The palette
tab is now toggled between Swatches and Doodads by the tool selected
on the tool bar, instead of the tab buttons setting the tool.
* Remove the "Link Doodads" button from the Doodad Palette. The Link
Tool has its own dedicated toolbar button with the others.
* Use `go-bindata` to embed built-in doodads and levels directly into
the Doodle binary. `make bindata` produces the bindata source file.
* Add `FromJSON()` method to Levels and Doodads to load objects from
JSON strings in memory (for bindata built-ins or WASM ajax requests)
* Update file loading functions to check the embedded bindata files.
* pkg/config.go#EditFile:
* Supports editing a level from bindata (TODO: remove this support)
* If the "assets/levels/%(simple-name.level)" exists in bindata,
edits that drawing.
* No such support for editing built-in doodads.
* WASM has no filesystem access to edit files except built-in
levels (yet)
* pkg/doodads#ListDoodads:
* Prepends built-in doodads from bindata to the returned list.
* WASM: no filesystem access so gets only the built-ins.
* pkg/doodads#LoadFile:
* Checks built-in bindata store first for doodad files.
* WASM: tries an HTTP request if not found in bindata but can go no
further if not found (no filesystem access)
* pkg/filesystem#FindFile:
* This function finds a level/doodad by checking all the places.
* If the level or doodad exists in bindata built-in, always returns
its system path like "assets/doodads/test.doodad"
* WASM: always returns the built-in candidate path even if not found
in bindata so that ajax GET can be attempted.
* pkg/level#ListSystemLevels:
* New function that lists the system level files, similar to the
equivalent doodads function.
* Prepends the bindata built-in level files.
* WASM: only returns the built-ins (no filesystem support)
* Desktop: also lists and returns the assets/levels/ directory.
* pkg/level#LoadFile:
* Like the doodads.LoadFile, tries from built-in bindata first, then
ajax request (WASM) before accessing the filesystem (desktop)
* Menu Scene: TODO, list the built-in levels in the Load Level menu.
This feature will soon go away when WASM gets its own storage for user
levels (localStorage instead of filesystem)
* On the Doodads tab is the Link button to enter the Link Tool.
* Click Link, then click the 1st doodad on the level, then click the 2nd
doodad to complete the link.
* The actors struct in the Level holds the link IDs for each actor.