Commit Graph

12 Commits (79996ccd346b)

Author SHA1 Message Date
Noah 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
Noah 856de848c9 Add cheat code to send power to all actors 2023-02-18 14:21:07 -08:00
Noah 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
Noah 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
Noah ec0b5ba6ca Rename Go module 2022-09-24 15:17:25 -07:00
Noah 93623e4e8a Zipfiles as File Format for Levels and Doodads
Especially to further optimize memory for large levels, Levels and
Doodads can now read and write to a ZIP file format on disk with
chunks in external files within the zip.

Existing doodads and levels can still load as normal, and will be
converted into ZIP files on the next save:

* The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz
  file, now becomes the cache of "hot chunks" loaded from ZIP. If there is
  a ZIP file, chunks not accessed recently are flushed from the ChunkMap
  to save on memory.
* During save, the ChunkMap is flushed to ZIP along with any non-loaded
  chunks from a previous zipfile. So legacy levels "just work" when
  saving, and levels loaded FROM Zip will manage their ChunkMap hot
  memory more carefully.

Memory savings observed on "Azulian Tag - Forest.level":

* Before: 1716 MB was loaded from the old level format into RAM along
  with a slow load screen.
* After: only 243 MB memory was used by the game and it loaded with
  a VERY FAST load screen.

Updates to the F3 Debug Overlay:

* "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the
  viewport (having bitmaps and textures loaded) vs. chunks outside which
  have their textures freed (but data kept), and the number of chunks
  currently hot cached in the ChunkMap.

The `doodad` tool has new commands to "touch" your existing levels
and doodads, to upgrade them to the new format (or you can simply
open and re-save them in-game):

    doodad edit-level --touch ./example.level
    doodad edit-doodad --touch ./example.doodad

The output from that and `doodad show` should say "File format: zipfile"
in the headers section.

To do:

* File attachments should also go in as ZIP files, e.g. wallpapers
2022-04-29 20:34:59 -07:00
Noah ba373553cb Prepare v0.12.0 for release 2022-03-27 14:23:25 -07:00
Noah f446ed9130 Prepare v0.8.0 for release 2021-09-03 21:35:12 -07:00
Noah 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
Noah bc02f2c685 Convert to use Go modules 2020-11-15 15:20:15 -08:00
Noah eae7258ce1 Modernize usage of urfave/cli 2020-06-04 23:11:03 -07:00
Noah fd649b7ab1 Doodad CLI Tool Features; Write Lock and Hidden
* 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.
2019-07-06 23:28:11 -07:00