Commit Graph

381 Commits

Author SHA1 Message Date
6def8f7625 Walk up slopes smoothly, texture freeing improvement
* Fix collision detection to allow actors to walk up slopes smoothly, without
  losing any horizontal velocity.
* Fix scrolling a level canvas so that chunks near the right or bottom edge
  of the viewpoint were getting culled prematurely.
* Centralize JavaScript exception catching logic to attach Go and JS stack
  traces where possible to be more useful for debugging.
* Performance: flush all SDL2 textures from memory between scene transitions
  in the app. Also add a `flush-textures` dev console command to flush the
  textures at any time - they all should regenerate if still needed based on
  underlying go.Images which can be garbage collected.
2024-02-07 22:14:48 -08:00
85523d8311 Coyote time 2024-02-06 20:56:07 -08:00
8216e5863b Tweak gravity and player physics 2024-02-06 19:04:47 -08:00
6fc5900131 Update Go dependencies 2023-12-21 21:09:25 -08:00
bb28b990e6 Winres config 2023-12-21 20:17:49 -08:00
1a9706c09f Level Thumbnails on Story Mode Select
* Rework the Story Mode UI to display level thumbnails.
  * Responsive UI: defaults to wide screen mode and shows 3 levels horizontally
    but on narrow/mobile display, shows 2 levels per page in portrait.
  * Add "Tiny" screenshot size (224x126) to fit the Story Mode UI.
  * Make the pager buttons bigger and more touchable.
* Maximize the game window on startup unless the -w option with a specific
  window resolution is provided.
2023-12-09 14:59:31 -08:00
9cce93f431 Dust off WASM build support 2023-12-08 21:52:34 -08:00
da83231559 Level Screenshots and Thumbnails
Adds some support for "less giant" level screenshots.

* In the Editor, the Level->Take Screenshot menu will render a cropped screen
  shot of just the level viewport on screen. Note: it is not an SDL2 screen
  copy but generated from scratch from the level data.
* In levels themselves, screenshots can be stored inside the level data in
  three different sizes: large (1280x720), medium and small (each a halved
  size of the previous).
* The first screenshot is created when the level is saved, starting from
  wherever the scroll position in the editor is at, and recording the 720p
  view of the level from there.
* The level screenshot can be previewed and updated in the Level Properties
  window of the editor: so you can scroll the editor to just the right position
  and take a good screenshot to represent your level.
* In the future: these embedded level screenshots will be displayed on the
  Story Mode and other screens to see a preview of each level.

Other tweaks:

* When taking a Giant Screenshot: a confirm modal will warn the player that
  it may take a while. And during the screenshot, show the new Wait Modal to
  block player interaction until the screenshot has finished.
2023-12-08 19:48:02 -08:00
481638bea6 PlaySound: Support OGG fallback over MP3 2023-12-02 14:15:41 -08:00
282229ba80 Prepare v1.13.2 for release 2023-12-02 12:46:17 -08:00
ffb9068fb6 Unit test fixes and code cleanup 2023-12-02 12:33:14 -08:00
79996ccd34 ListBoxes Overhaul
* Overhaul the clunky old alpha Edit Level/Doodad menu with a modernized
  version featuring the new ListBox widget.
* The new level loader is a Window that can be spawned from anywhere instead
  of on a dedicated MenuScene.

Updates to doodad scripts:

* Actor.IsOnScreen() checks whether an actor's visual sprite box is on-screen
  in the level viewport. `Self.IsOnScreen()` will check for the current actor.

Other changes

* PlaySound() to deduplicate the same sound effect from playing at once.
2023-04-08 21:26:08 -07:00
cf1bc81f25 Update savegame format, Allow out-of-bounds camera
Updates the savegame.json file format:

* Levels now have a UUID value assigned at first save.
* The savegame.json will now track level completion/score based on UUID,
making it robust to filename changes in either levels or levelpacks.
* The savegame file is auto-migrated on startup - for any levels not
found or have no UUID, no change is made, it's backwards compatible.
* Level Properties window adds an "Advanced" tab to show/re-roll UUID.

New JavaScript API for doodad scripts:

* `Actors.CameraFollowPlayer()` tells the camera to return focus to the
  player character. Useful for "cutscene" doodads that freeze the player,
  call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the
  camera back to the player. (Or it will follow them at their next directional
  input control).
* `Self.MoveBy(Point(x, y int))` to move the current actor a bit.

New option for the `doodad` command-line tool:

* `doodad resave <.level or .doodad>` will load and re-save a drawing, to
  migrate it to the newest file format versions.

Small tweaks:

* On bounded levels, allow the camera to still follow the player if the player
  finds themselves WELL far out of bounds (40 pixels margin). So on bounded
  levels you can create "interior rooms" out-of-bounds to Warp Door into.
* New wallpaper: "Atmosphere" has a black starscape pattern that fades into a
  solid blue atmosphere.
* Camera strictly follows the player the first 20 ticks, not 60 of level start
* If player is frozen, directional inputs do not take the camera focus back.
2023-03-07 21:55:10 -08:00
d397584323 Update changelog 2023-02-18 17:50:08 -08:00
82884c79ae Signed Levels and Levelpacks
Add the ability for the free version of the game to allow loading levels that
use embedded custom doodads if those levels are signed.

* Uses the same signing keys as the JWT token for license registrations.
* Levels and Levelpacks can both be signed. So individual levels with embedded
  doodads can work in free versions of the game.
* Levelpacks now support embedded doodads properly: the individual levels in
  the pack don't need to embed a custom doodad, but if the doodad exists in
  the levelpack's doodads/ folder it will load from there instead - for full
  versions of the game OR when the levelpack is signed.

Signatures are computed by getting a listing of embedded assets inside the
zipfile (the assets/ folder in levels, and the doodads/ + levels/ folders
in levelpacks). Thus for individual signed levels, the level geometry and
metadata may be changed without breaking the signature but if custom doodads
are changed the signature will break.

The doodle-admin command adds subcommands to `sign-level` and `verify-level`
to manage signatures on levels and levelpacks.

When using the `doodad levelpack create` command, any custom doodads the
levels mention that are found in your profile directory get embedded into
the zipfile by default (with --doodads custom).
2023-02-18 17:37:54 -08:00
856de848c9 Add cheat code to send power to all actors 2023-02-18 14:21:07 -08:00
03cd1d4ca0 Binary format for chunks in zipfiles 2023-02-18 12:45:36 -08:00
0d8933513e Merge pull request 'Chunker size to uint8 and Rectangular Doodads' (#84) from file-format-optimization into master
Reviewed-on: #84
2023-02-18 05:49:48 +00:00
1e37509421 Update README and fix perfect run icon display 2023-02-17 21:49:19 -08:00
31097881ff Finalize Non-square Doodads
* Fix display bug with rectangular doodads scrolling off screen.
* The default Author of new files will be your registration name, if available
  before using your $USER name.
2023-02-17 21:09:11 -08:00
ddcad27485 WIP: Chunker size to uint8 and Rectangular Doodads
Convert the Chunker size to a uint8 so chunk sizes are limited to 255px. This
means that inside of a chunk, uint8's can track the relative pixel coordinates
and result in a great memory savings since all of these uint8's are currently
64-bits wide apiece.

WIP on rectangular shaped doodads:
* You can create such a doodad in the editor and draw it normally.
* It doesn't draw the right size when dragged into your level however:
  - In uix.Actor.Size() it gets a rect of the doodad's square Chunker size,
    instead of getting the proper doodad.Size rect.
  - If you give it the doodad.Size rect, it draws the Canvas size correctly
    instead of a square - the full drawing appears and in gameplay its hitbox
    (assuming the same large rectangle size) works correctly in-game.
  - But, the doodad has scrolling issues when it gets to the top or left edge
    of the screen! This old gnarly bug has come back. For some reason square
    canvas doodads draw correctly but rectangular ones have the drawing scroll
    just a bit - how far it scrolls is proportional to how big the doodad is,
    with the Start Flag only scrolling a few pixels before it stops.
2023-02-16 21:47:18 -08:00
a10a09a818 Cheats Menu UI
* Added a Cheats Menu UI accessible from the Settings window's "Experimental"
  tab and from there you can enable the Cheats Menu from the "Help" screen of
  the gameplay mode.
* Commonly used cheats all have corresponding buttons to click on, especially
  helpful for touchscreen devices like the Pinephone where keyboard input
  doesn't always work reliably.
* The buttons in the Cheats Menu just automate entry of the cheat commands.
* `boolProp` command has a new `flip` option to toggle their value (e.g.
  `boolProp show-hidden-doodads flip`)
2023-01-02 12:36:12 -08:00
06dd30893c Editor: Allow using doodad settings buttons in Pan Tool 2022-12-08 20:03:53 -08:00
cbc8682406 Dockerfile, AppImage Release
* 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`
2022-12-08 19:15:48 -08:00
56c03dda45 Unpin goja and fix callback registry functions 2022-10-10 19:14:38 -07:00
48d1f2c3b7 Pin github.com/dop251/goja v0.0.0-20220501172647-e1eca0b61fa9
The newer goja caused problems calling RunCollide or RunKeypress on
doodad scripts - resulting in a broken player character and no collision
events running on doodad scripts. Investigate later.
2022-10-10 13:43:41 -07:00
e330a7b6bb Update dependencies for v0.13.1 2022-10-10 13:28:04 -07:00
2dd6b5e34b Update default level palettes for new pixel attributes
* Default palette: adds "semisolid"
* Colored Pencil: adds "planks" (semisolid) and "ice" (slippery)
* Neon Bright: make "electric" semisolid and add "ice blue"
* Blueprint: make "electric" semisolid and add "ice" (slippery)
2022-10-10 11:17:11 -07:00
8b5dab6d6f Slippery Pixels + Update Changelog for 0.13.1 2022-10-10 10:52:28 -07:00
ecaa8c6cef SemiSolid Pixels + Icons
* Add new pixel attributes: SemiSolid and Slippery (the latter is WIP)
* SemiSolid pixels are only solid below the player character. You can walk on
  them and up and down SemiSolid slopes, but can freely pass through from the
  sides or jump through from below.
* Update the Palette Editor UI to replace the Attributes buttons: instead of
  text labels they now have smaller icons (w/ tooltips) for the Solid,
  SemiSolid, Fire, Water and Slippery attributes.
* Bugfix in Palette Editor: use cropped (24x24) images for the Tex buttons so
  that the large Bubbles texture stays within its designated space!
* uix.Actor.SetGrounded() to also set the Y velocity to zero when an actor
  becomes grounded. This fixes a minor bug where the player's Y velocity (due
  to gravity) was not updated while they were grounded, which may eventually
  become useful to allow them to jump down thru a SemiSolid floor. Warp Doors
  needed a fix to work around the bug, to set the player's Grounded(false) or
  else they would hover a few pixels above the ground at their destination,
  since Grounded status paused gravity calculations.
2022-10-09 21:39:43 -07:00
701073cecc Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances
  on your level to customize properties about the doodad. They're like "Tags"
  except the player can customize them on a per-actor basis.
* Doodad Editor: you can specify the Options in the Doodad Properties window.
* Level Editor: when the Actor Tool is selected, on mouse-over of an actor,
  clicking on the gear icon will open a new "Actor Properties" window which
  shows metadata (title, author, ID, position) and an Options tab to configure
  the actor's options.

Updates to the scripting API:

* Self.Options() returns a list of option names defined on the Doodad.
* Self.GetOption(name) returns the value for the named option, or nil if
  neither the actor nor its doodad have the option defined. The return type
  will be correctly a string, boolean or integer type.

Updates to the doodad command-line tool:

* `doodad show` will print the Options on a .doodad file and, when showing a
  .level file with --actors, prints any customized Options with the actors.
* `doodad edit-doodad` adds a --option parameter to define options.

Options added to the game's built-in doodads:

* Warp Doors: "locked (exit only)" will make it so the door can not be opened
  by the player, giving the "locked" message (as if it had no linked door),
  but the player may still exit from the door if sent by another warp door.
* Electric Door & Electric Trapdoor: "opened" can make the door be opened by
  default when the level begins instead of closed. A switch or a button that
  removes power will close the door as normal.
* Colored Doors & Small Key Door: "unlocked" will make the door unlocked at
  level start, not requiring a key to open it.
* Colored Keys & Small Key: "has gravity" will make the key subject to gravity
  and set its Mobile flag so that if it falls onto a button, it will activate.
* Gemstones: they had gravity by default; you can now uncheck "has gravity" to
  remove their Gravity and IsMobile status.
* Gemstone Totems: "has gemstone" will set the totem to its unlocked status by
  default with the gemstone inserted. No power signal will be emitted; it is
  cosmetic only.
* Fire Region: "name" can let you set a name for the fire region similarly to
  names for fire pixels: "Watch out for ${name}!"
* Invisible Warp Door: "locked (exit only)" added as well.
2022-10-09 17:41:24 -07:00
7d15651ff6 "Look At Me" for Doodad Scripts
* New script API method: Self.CameraFollowMe() to draw camera focus toward
  your doodad (it sets the Canvas.FollowActor target.)
* The camera will go back to following the player on any action inputs
  (arrow keys, jump, use, etc.); if the player is constantly on the move
  the camera stays on him even if another actor is trying to take the focus.
* The first few ticks of Play Mode the player character is always followed,
  to allow for Anvils to settle into place without taking the focus.
* Canvas FollowActor: if the actor is 4 times the max scroll speed away,
  allow scrolling in greater leaps of 4 times the max scroll speed.

New and Changed Doodads

* Anvils will take the camera focus while they are falling.
* New doodad: "Look At Me" - a 'camera region' technical doodad. Link it to
  any power source such as a Button - when this doodad receives power it will
  take the camera focus for a few frames. Use it to highlight a door that
  opened far off screen by linking the Button to both an Electric Door and
  a "Look At Me" near the door.
2022-09-24 23:54:51 -07:00
653184b8f8 JavaScript Exception Catcher UI
* Add an exception catcher that pops open a UI window showing errors that
  occur in doodad scripts during gameplay.
* Shows a preview of the header of the error (character wrapped) with a
  Copy button to copy the full raw text to clipboard for inspection.
* Buttons to dismiss the modal once or stop any further errors from
  opening during this gameplay session (until next restart).
* Add developer shell commands to test the exception catcher:
  - 'throw <message>' to throw a custom message.
  - 'throw2' to stress test a "long" message.
  - 'throw3' to throw a realistic message copied from an actual error.
* Scripting engine: console.log() and friends will now insert the script
  VM's name in front of its messages (the filename + actor ID).
2022-09-24 21:58:01 -07:00
cd103f06c7 Touchscreen fixes 2022-09-24 19:05:42 -07:00
73421d27f2 Wait Modal
* Add modal.Wait() that creates a global progress bar modal which is not
  dismissable by the user; the caller must Dismiss() the modal
  themselves when ready.
* It will be useful in the future in case e.g. saving a Level needs to
  take a while to rebalance chunks and the modal prevents ALL
  interaction with the game so the user can't further modify the level
  while it's busy refactoring itself.
* Cheat code: "test wait screen" to show the Wait modal for 10 seconds.
2022-09-24 18:39:02 -07:00
546b5705db Detect touchscreen and tweak some behaviors 2022-09-24 17:45:54 -07:00
6631d8d11c Open Source Release 2022-09-24 16:17:30 -07:00
6404024d12 Update bootstrap to pull doodad sources 2022-09-24 15:39:54 -07:00
83f0a2fb49 Split doodads into new repository 2022-09-24 15:35:47 -07:00
ec0b5ba6ca Rename Go module 2022-09-24 15:17:25 -07:00
3e16051724 Update Linux launcher for mobile compatibility 2022-07-04 10:22:15 -07:00
53c72f18d1 Bugfix: Crusher to fall indefinitely w/o a time limit 2022-05-08 12:09:09 -07:00
d7f247e4cc Fix doodad tool --tag property 2022-05-08 10:58:53 -07:00
a28644d253 No appimage builds for now 2022-05-07 20:46:03 -07:00
46ab5c9de0 Remove replace directives in go.mod 2022-05-07 20:29:31 -07:00
0a18cd4227 Prepare v0.13.0 for release 2022-05-07 20:23:25 -07:00
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