Commit Graph

6 Commits (79996ccd346b)

Author SHA1 Message Date
Noah 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
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 ec0b5ba6ca Rename Go module 2022-09-24 15:17:25 -07:00
Noah 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
Noah fb5a8a1ae8 Async Giant Screenshot, Player Physics and UI Polish
* The "Giant Screenshot" feature takes a very long time, so it is made
  asynchronous. If you try and run a second one while the first is busy,
  you get an error flash. You can continue editing the level, even
  playtest it, or load a different level, and it will continue crunching
  on the Giant Screenshot and flash when it's finished.
* Updated the player physics to use proper Velocity to jump off the
  ground rather than the hacky timer-based fixed speed approach.
* FlashError() function to flash "error level" messages to the screen.
  They appear in orange text instead of the usual blue, and most error
  messages in the game use this now. The dev console "error <msg>"
  command can simulate an error message.
* Flashed message fonts are updated. The blue font now uses softer
  stroke and shadow colors and the same algorithm applies to the orange
  error flashes.

Some other changes to player physics:

* Max velocity, acceleration speed, and gravity have been tweaked.
* Fast turn-around if you are moving right and then need to go left.
  Your velocity resets to zero at the transition so you quickly get
  going the way you want to go.

Some levels that need a bit of love for the new platforming physics:

* Tutorial 3.level
2021-10-07 18:27:38 -07:00
Noah 4469847c72 Giant Screenshot Feature
In the Level Editor, the "Level->Giant Screenshot" menu will take a full
scale PNG screenshot of the entire level, with its wallpaper and
doodads, and save it in ~/.config/doodle/screenshots.

It is currently CPU intensive and slow. With future work it should be
made asynchronous. The function is abstracted away nicely so that the
doodad CLI tool may support this as well.
2021-10-03 17:21:17 -07:00