* For the doodad tool: skip the assets embed folder, the doodad binary doesn't
need to include all the game's doodads/levelpacks/etc. and can save on file
size.
* In `doodad resave`, .doodad files with Vacuum() and upgrade their chunker from
the MapAccessor to the RLEAccessor.
* Fix a rare concurrent map read/write error in OptimizeChunkerAccessors.
* Add a Dockerfile to this repo for self-contained easy releases.
Run it from an x86_64 Linux host and it will produce 64-bit and
32-bit Linux (rpm, deb, AppImage, tar.gz) and Windows releases.
* The `make appimage` command is more self-sufficient: it will
download the appimagetool-x86_64.AppImage program for your $ARCH
for an easy no-dependencies run after you have run `make dist`
* 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
* The --chdir CLI option to doodle will set a working directory for the
game to switch to on startup. Flatpak builds place the files at
/app/share/doodle where the ./rtp and ./guidebook files are relative
to and this allows the game to find its sound effects and such.
Adds support for sound effects in Doodle and configures some for various
doodads to start out with:
* Buttons and Switches: "Clicked down" and "clicked up" sounds.
* Colored Doors: an "unlocked" sound and a "door opened" sound.
* Electric Door: sci-fi sounds when opening and closing.
* Keys: sound effect for collecting keys.
JavaScript API for Doodads adds a global function `Sound.Play(filename)`
to play sounds. All sounds in the `rtp/sfx/` folder are pre-loaded on
startup for efficient use in the app. Otherwise sounds are lazy-loaded
on first playback.
* Update the Makefile to choose MacOS friendly `date` formats.
* Build the Windows doodle.exe binary as a GUI application to skip the
console window.
* Added Mac OS build instructions.
* 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!)
* Add some encoding/decoding functions for binary msgpack format for
levels and doodads. Currently it writes msgpack files that can be
decoded and printed by Python (mp2json.py) but it can't re-read from
the binary format. For now, levels will continue to write in JSON
format.
* Add filesystem abstraction functions to the balance/ package to search
multiple paths to find Levels and Doodads, to make way for
system-level doodads.
* Added Windows build instructions to Building.md and added a
"make mingw" command to cross-compile the Windows binary into
the bin/ folder.
* Fix a bug in the Wallpaper texture loader where it would error out
when caching textures to disk the first time.