* 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.
* 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).
* 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.
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.
Water pixels finally do something other than turn your character blue!
* When the player character is "wet" (touching water pixels, and so appearing in
a blue mask), water physics apply: gravity is slower, your jump height is
halved, but you get infinite jumps to swim higher in the water.
* Holding the jump key under water will incur a short delay between jumps, so
that you don't just fly straight up to the surface. Tap the jump button to
move up quicker, you can spam it all you want.
Azulians are also able to handle being under water:
* They'll sink to the bottom and keep walking back and forth normally.
* If you are above them and noticed, they'll jump (swim) up towards you,
aware of the water and it jumps like you do.
* The Blue Azulian has the poorest vertical aggro range so it isn't a
very good swimmer. The White Azulian is very good at navigating water
as it can pursue the player from the furthest distance of them all.
Changes to the editor:
* New brush pattern added: bubbles.png
* It's the default pattern now for the "water" color of all
of the built-in palettes instead of ink.png
* A repeating pattern of bubbles carved out showing the
level wallpaper.
* The old "Bubbles (circles.png)" is renamed "Circles"
* The last scroll position is saved with the Level file, so when you reload
the level later it's scrolled at where you left it.
The gamepad mouse cursor has become THE mouse cursor. It is always visible and your
real cursor is hidden, and this way the game can swap out other cursors for certain
scenarios:
* The Pencil Tool in the editor will use a pencil cursor over the level canvas.
* The Flood Tool has a custom Flood cursor so you don't forget it's selected!
Other improvements:
* The Palette buttons in the editor now render using their swatch's pattern
instead of only using its color.
* If you have an ultra HD monitor and open a Bounded level in the editor which
is too small to fill your screen, the editor canvas limits its size to fit
the level (preferable over showing parts of the level you can't actually play
as it's out of bounds).
* The "brush size" box is only drawn around the cursor when a relevant tool is
selected (Pencil, Line, Rect, Ellipse, Eraser)
* New built-in wallpaper: "Dotted paper (dark)" is a dark-themed wallpaper.
* New built-in palette: "Neon Bright" with bright colors for dark levels.
* New cheat: "warp whistle" to automatically win the level.
* In case the user has a VERY LARGE screen resolution bigger than the full
bounds of a Bounded level, the Play Scene will cap the size and center
the level canvas onto the window. This is preferable to being able to see
beyond the level's boundaries and hitting an invisible wall in-game.
* Make the titlescreen Lazy Scroll work on unbounded levels. It can't bounce
off scroll boundaries but it will reverse course if it reaches the level's
furthest limits.
* Bugfix: characters' white eyes were transparent in-game. Multiple culprits
from the `doodad convert` tool defaulting the chroma key to white, to the
SDL2 textures considering white to be transparent. For the latter, the game
offsets the color by -1 blue.
Adds several new doodads to the game and 5 new wallpapers (parchment
paper in blue, green, red, white and yellow).
New doodads:
* Crusher: A purple block-headed mob wearing an iron helmet. It tries
to crush the player when you get underneath. Its flat helmet can be
ridden on like an elevator back up.
* Snake: A green stationary mob that always faces toward the player.
If the player is nearby and jumps, the Snake will jump too and hope
to catch the player in mid-air.
* Gems and Totems: A new key & lock collectible. Gems have quantity so
you can collect multiple, and place them into matching Totems. A
Totem gives off a power signal when its gem is placed and all other
Totems it is linked to have also been activated. A single Totem may
link to an Electric Door and require only one gem to open it, or it
can link to other Totems and they all require gems before the power
signal is sent out.
* The blue bird follows the same base AI as the red bird (it has a
target altitude that it tries to maintain, and it will dive at the
player) but the blue bird flies in a sine wave pattern around its
target altitude. It also has a longer scan radius to search for the
player than the red bird.
* The sine wave pattern of the blue bird means you may fly under its
radar depending how high it is on average.
Cheat codes that replace the player character are refactored to make
it easier to extend, and new cheats have been added:
* super azulian: play as the Red Azulian.
* hyper azulian: play as the White Azulian.
* bluebird: play as the new Bird (blue).
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
Instead of the loadscreen eager-loading ALL level chunks to Go Images, only
load the chunks within the "LoadingViewport" - which is the on-screen
Viewport plus a margin of chunks off the screen edges.
During gameplay, every few ticks, reevaluate which chunks are inside or
outside the LoadingViewport; for chunks outside, free their SDL2 textures
and free their cached bitmaps to keep overall memory usage down. The
AzulianTag-Forest level now stays under 200 Textures at any given time
and the loadscreen goes faster as it doesn't have to load every chunk's
images up front.
The LoadUnloadChunk feature can be turned on/off with feature flags. If
disabled the old behavior is restored: loadscreen loads all images and
the LoadUnloadChunks function is not run.
Other changes:
* loadscreen: do not free textures in the Hide() function as this runs on
a different goroutine and may break. The 4 wallpaper textures are OK
to keep in memory anyway, the loadscreen is reused often!
* Free more leaked textures: on the Inventory frame and when an actor
calls Self.Destroy()
* Stop leaking goroutines in the PubSub feature of the doodad script
engine; scripting.Supervisor.Teardown() sends a stop signal to all
scripts to clean up neatly. Canvas.Destroy() tears down its scripting
supervisor automatically.
* New boolProp to help debug memory issues: eager-render, set it to
false and the loadscreen will not eagerload Go images for all the
level chunks.
* Finally fix the level collision bug where the player could climb walls
to the right.
New features:
* Flood Tool for the editor. It replaces pixels of one color with another,
contiguously. Has limits on how far from the original pixel it will color,
to avoid infinite loops in case the user clicked on wide open void. The
limit when clicking an existing color is 1200px or only a 600px limit if
clicking into the void.
* Cheat code: 'master key' to play locked Story Mode levels.
Level GameRules feature added:
* A new tab in the Level Properties dialog
* Difficulty has been moved to this tab
* Survival Mode: for silver high score, longest time alive is better than
fastest time, for Azulian Tag maps. Gold high score is still based on
fastest time - find the hidden level exit without dying!
Tweaks to the Azulians' jump heights:
* Blue Azulian: 12 -> 14
* Red Azulian: 14 -> 18
* White Azulian: 16 -> 20
Bugs fixed:
* When editing your Palette to rename a color or add a new color, it wasn't
possible to draw with that color until the editor was completely unloaded
and reloaded; this is now fixed.
* Minor bugfix in Difficulty.String() for Peaceful (-1) difficulty to avoid
a negative array index.
* Try and prevent user giving the same name to multiple swatches on their
palette. Replacing the whole palette can let duplication through still.
UI improvements specifically for mobile (running the game with the
`-w mobile` or `-w landscape` options) screen sizes.
* Rework the Settings window to be mobile friendly to landscape
oriented screens (`doodle -w landscape`) and migrate Options tab
to magicform.
* The toolbar in the Editor will be a single column of buttons
on small screens, such as `-w mobile` (375x812) portrait mode
smartphone. On larger screens the toolbar shows in two columns
of buttons.
* Fix tooltips not drawing on top.
* Centralize the hard-coded references to specific font filenames
* Add cheat code: `test load screen` to bring a sample loading screen up
for a few seconds. It needs improvement on `-w landscape`
Two new tools added to the Level Editor:
* Pan Tool: left-click to scroll the level around safely.
* Text Tool: write text onto your level.
Features of the Text Tool:
* Can choose from the game's built-in fonts, size and enter the message
you want to write.
* The mouse cursor previews the text when hovered over the level.
* Click to "stamp" the text onto your level. The currently selected
color swatch will be used to color the text in.
* Adds two new fonts: Azulian.ttf and Rive.ttf that can be selected in
the Text Tool.
Some implementation notes:
* Added package native/engine_sdl.go that handles the lower-level
SDL2_TTF logic to rasterize the text into a black&white image.
* WASM not supported yet (if the game even still built for WASM);
native/engine_wasm.go stubs out the TextToImage() call with a "not
supported" error just in case.
Other changes:
* New Toolbar icons: they are 24x24 instead of 32x32 to make more room
for more tools.
* The toolbar now shows two buttons per row for a more densely packed
layout. For very narrow screen widths (< 600px) the default Vertical
Toolbar layout will use one-button-per-row to not eat too much screen
real estate.
* In the Horizontal Toolbars layout there are 2 buttons per column.
* The title screen now loads the default maps from a LevelPack. The game
no longer ships with the Tutorial levels in the "levels" folder as
default; they are in the LevelPack so the "Edit Drawing" screen begins
as a blank slate for only user levels.
* Add the Zoo level to the Tutorial levelpack
* Bugfixes around changing the player character to work around clipping
issues if the character has changed height drastically.
* Add methods `Invulnerable() bool` and `SetInvulnerable(bool)` to the
Actor API accessible in JavaScript (e.g. `Self.SetInvulnerable(true)`)
* The Anvil is invulnerable - when played as, it can crush other mobs by
jumping on them but is not defeated by those mobs at the same time.
* Anvils don't destroy invulnerable mobs, such as other Anvils.
* Bugfix: the Electric Door is considered to be opened from the first
frame of animation when the door begins opening, and remains opened
until the final frame of animation when it is closing.
* New cheat code: `megaton weight` to play as the Anvil by default.
Adds support for Xbox and Nintendo style game controllers. The gamepad
controls are documented on the README and in the game's Settings window.
The buttons are not customizable yet, except that the player can choose
between two button styles:
* X Style (default): "A" button is on the bottom and "B" on the right.
* N Style: swaps the A/B and the X/Y buttons to use a Nintendo-style
layout instead of an Xbox-style.
* Respawning from a checkpoint grants 3 seconds of immunity in case
enemies are spawn camping.
* Add the white Azulian as an even faster and harder enemy than the red
Azulian: twice as fast, jumps higher, and can detect the player from
further away.
* If the player runs the PlayAsBird cheat they shouldn't be able to win
a high score on a level, so at level startup it detects whether the
DefaultPlayerCharacterDoodad has changed from default on a level that
doesn't use the Start Flag to set a specific doodad - and immediately
marks the session as cheated
* New doodad: Invisible Warp Door
* All warp doors require the player to be grounded (if affected by
gravity) to open them. No jumping or falling thru and opening
a warp door mid-air!
* Title Screen now randomly selects from a couple of levels.
* Title Screen: if it fails to load a level it sets up a basic
blank level with a wallpaper instead.
* New developer shell command: titlescreen <level>
Opens the MainScene with a custom user level as the background.
* Add Auto-save to the Editor to save your drawing every 5 minutes
* Add a MenuBar to the Play Scene for easier navigation to other
features of the game.
* Doodad JS API: time.Since() now available.
* Adds pkg/savegame to store user progress thru Level Packs.
* The savegame.json is mildly tamper resistant by including a checksum
along with the JSON body.
* The checksum combines the JSON string + an app secret (in savegame.go)
+ user specific entropy (stored in their settings.json). If the user
modifies their save file and the checksum becomes invalid the game
will not load the save file, acting like it didn't exist, resetting
all their high scores.
Updates to the Story Mode window:
* On the LevelPacks list: shows e.g. "[completed 0 of 3 levels]" showing
a user's progress thru the level pack.
* Below the levels on the Detail screen:
* Shows an indicator whether the level is completed or not.
* Shows high scores (fastest times beating the level)
* Shows a padlock icon if levels are locked and the player hasn't
reached them yet. Pops up an Alert modal if a locked level is
clicked on.
Scoring is based around your fastest time elapsed to finish the level.
* Perfect Time (gold coin): player has not died during the level.
* Best Time (silver coin): player has continued from a checkpoint.
In-game an elapsed timer is shown in the top left corner along with the
gold or silver coin indicating if your run has been Perfect.
If the user enters any Cheat Codes during gameplay they are not eligible
to win a high score, but the level will still be marked as completed.
The icon next to the in-game timer disappears when a cheat code has been
entered.
* SDL2 builds of the game now set their app window icon.
* Create/Edit Level window is updated to show a tabbed UI to create a
new Level or a new Doodad. The dedicated main menu button to create a
new doodad (which immediately prompted for its size) is replaced by
this new tab's UI.
* Edit Drawing/Play Level window is more responsive to smaller screen
sizes by drawing fewer columns of filenames.
* Bugfix: the Alert and Confirm modals always re-center themselves on
screen, especially to adapt between Portrait or Landscape mode on a
mobile device.
The title screen is now responsive to landscape mode. If the window is
not tall enough to show all the menu buttons (~600px) it will switch to
a horizontal layout with the title on the left and buttons on the right.
WIP "Story Mode" button that brings up a Level Packs selection window.
* The level scroll logic was getting a null pointer crash if you open a
doodad rather than a level file.
* Add a crosshair option to the level editor, configurable in the Game
Settings window.
* Recolor some of the region doodads
* Add command: `doodad edit-level --remove-actor` to remove actors from
your level.
* Tweak the player jump velocity from playtesting levels.
* Tweak max gravity speed to match player max velocity.
* Boy's script watches for his velocity to flip suddenly and stops
animations, limiting the moonwalking a bit.
* JS API: Self.GetVelocity() added.
* 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
* New keybind: 'v' to open a new Viewport in the Level Editor.
* New keybind: Backspace to close the topmost UI window,
and Shift+Backspace to close them all.
* Zoom has graduated out of experimental feature status. Still a bit
buggy but workable.
* Viewport windows now copy the Tool and BrushSize of the toplevel
editor, so drawing in and out of viewports works well.
* Viewport window UI improved: buttons to grow or shrink the window
size, refresh the actors, etc.
The game can now be played using only a touch screen! The left
mouse click (Button1) can now move and control the player
character.
* A box in the very middle of the screen is the "Use" button and
a deadzone for directional inputs.
* Anywhere outside the middle and to the left registers a Left
button, to the right a Right button, above the top of the middle
is a Jump button, and below the bottom of the middle is a down
input (for antigravity mode).
* Tight platforming is possible: above and below the middle box,
the left/right split is tight in the middle of the window. You
can get tight jumps if jumping or go below if you don't want to
jump. The left/right deadzone is only over the space of the Use
button.
If the player is idle for a while with no controller inputs, some
hints will fade in about the touch controls.
Note: the ScrollboxOffset to track the player character is changed
to 60,60 from 60,100 so the camera will track tighter to the player
and so the player will mostly be over the Use button on touch
controls as long as he's away from a level boundary.
Improvements to the Zoom feature:
* Actor position and size within your level scales up and down
appropriately. The canvas size of the actor is scaled and its canvas
is told the Zoom number of the parent so it will render its own
graphic scaled correctly too.
Other features:
* "Experimental" tab added to the Settings window as a UI version of the
--experimental CLI option. The option saves persistently to disk.
* The "Replace Palette" experimental feature now works better. Debating
whether it's a useful feature to even have.
Progress on the Zoom feature: when you zoom in and out, you can draw
shapes accurately onto the level. Seems a little buggy if you edit
while scrolling (as in drawing a very long line).
The title screen buttons are now more colorful.
The Doodad Properties window brings many features that used to be
available only in the `doodad` CLI tool into the Doodad Editor.
* In the Doodad Editor there is a new menubar item: "Doodad" which
corresponds to the "Level" menu when you're editing a level.
* The "Doodad" menu has two items:
- "Doodad Properties" (NEW)
- "Layers" (moved here from the Tools menu)
* The Doodad Properties window lets you edit the Title and Author values
of the doodad, as well as modify its Tags and manage its Script.
* Its script can be attached (browse for .js file on disk), its existing
script saved back to disk (dev shell prompt) or deleted altogether
from the doodad.
* You can create, modify, and delete Tags on the doodad.
Other changes:
* In the Level Editor, the "Level->Page Settings" menu is renamed to
"Level->Level Properties" to match with "Doodad->Doodad Properties"
and the pop-up window is retitled accordingly.
* The Exit Flag only exits if the Player touches it - not just any
mobile doodad!
* New Doodad: Checkpoint Flag. They update the player's spawn point
whenever the player passes one. The most recently activated
checkpoint is rendered brighter than the others.
* End Level Modal: the fake alert box window drawn by the Play Mode
is replaced with a fancy modal widget (similar to Alert and Confirm).
It handles level victory or failure conditions and can show or hide
all the buttons as needed.
* Gameplay: There is a "Retry from Checkpoint" option added, which
appears in the level failure modal. It will teleport you back to
the Start Flag or the last Checkpoint Flag you had touched, without
resetting the level -- your keys, unlocked doors, etc. will be
preserved so you can retry.
* Set a maximum speed on the "Camera Follows Actor" logic of 64
pixels per tick. This results in a smoother scrolling transition
when the player jumps to a new location on the map, such as by
a Warp Door.
* Update the default color palettes:
* All: Add a "hint" magenta color.
* Colored Pencil: Add a "darkstone" solid color.
Updates to the Doodads JavaScript API:
* SetCheckpoint(Point(x, y)): set the player character's spawn
position. Giving it Self.Position() is an easy way to set the
player spawn to your doodad's location.
New feature: link a Start Flag to another doodad in your level
and you will play as that doodad instead of Boy. All Creatures
are designed to be playable. Playing as "other" doodads leads
to interesting effects, like not being able to activate buttons,
switches, or warp doors and not having an inventory to pick up
keys. The Anvil is fun: it can destroy other mobile doodads by
jumping on them.
If the actor does not specify that it has gravity, the gameplay
starts in antigravity mode. This will be the vast majority of
non-mobile doodads and the Bird.
Other changes:
* The Blue and Red Azulians now share a doodad script.
* The Azulians AI is still to walk back and forth, pickup keys and
press buttons. The Blue Azulian walks slower than the red one.
* The Blue Azulian is no longer hidden from the doodads list.
* Actor UUID values in levels are now V1 UUIDs (time-ordered).
This will help to reliably resolve conflicts in draw order
of overlapping doodads (newest added to level wins).
* Link Tool: clicking on a pair of already-linked doodads will
now unlink them, so you don't have to delete one to delete
the link.
* Actor Tool: deleting an actor immediately calls PruneLinks()
to clean up any links that the deleted doodad might have.
* Install the new ui.TabFrame widget into the Settings and Doodad
Dropper windows to give them properly tabbed interfaces.
* Doodad Dropper's new tabs divide the list of doodads into categories
to make them easier to find.
* The officially defined categories so far are:
- Objects (Start/End Flags and Box)
- Doors (All locked doors and keys, Warp Doors, and Electric Door)
- Gizmos (All buttons, switches, state blocks/doors, Electric Door)
- Creatures (Blue/Red Azulian, Bird, Boy)
* The "All" tab of the Doodad Dropper will show every doodad regardless
of its category or whether it fit one of the official categories.
* How doodads are assigned categories is by a special "category" tag in
their metadata, e.g. "category=doors,gizmos" - multiple supported.
* pkg/loadscreen implements a global Loading Screen for loading heavy
levels for playing or editing.
* All chunks in a level are pre-rendered to bitmap before gameplay
begins, which reduces stutter as chunks were being lazily rendered on
first appearance before.
* The loading screen can be played with in the developer console:
$ loadscreen.Show()
$ loadscreen.Hide()
Along with ShowWithProgress(), SetProgress(float64) and IsActive()
* Chunker: separate the concerns between Bitmaps an (SDL2) Textures.
* Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image)
and caches it, only re-rendering if marked as dirty.
* Chunker.Texture() will use the pre-cached bitmap if available to
immediately produce the SDL2 texture.
Other miscellaneous changes:
* Added to the Colored Pencil palette: Sandstone
* Added "perlin noise" brush pattern
Note: this commit introduces instability and crashes:
* New `asyncSetup()` functions run on a goroutine, but SDL2 texture
calls must run on the main thread.
* Chunker avoids this by caching bitmaps, not textures.
* Wallpaper though is unstable, sometimes works, sometimes has graphical
glitches, sometimes crashes the game.
* Wallpaper.Load() and the *Texture() functions are where it crashes.
* Levels and Doodad files will be written in gzip-compressed JSON format
* `boolProp compress-drawings false` to disable compression and save as
classic JSON format directly
* The game can still read uncompressed JSON files
The file size savings on some built-in assets:
* Tutorial 2.level: 2.2M -> 414K (82% smaller)
* warp-door-orange.doodad: 105K -> 17K (84% smaller)
* Got the level chunks AND the wallpaper to both scale UP and DOWN
consistently together.
* Trying to draw new pixels while zoomed in/out ends up offsetting the
pixels by 2X still. Still seems an issue between screen coordinates
and world coordinates. Zoom in 2X and try and draw a line 64px from
the corners of the screen? The committed line appropriately lands at
the 64px coord on the level data but, zoomed in, it appears 2X to the
right on the screen from where I dropped the cursor!
* When zooming OUT, the limit on number of chunks the viewport will try
and render is not increased, leaving dead space in the screen; more
chunks should render when there's room.
* Added a Settings window for game options, such as enabling the
horizontal toolbars in Edit Mode. The Settings window also has a
Controls tab showing the gameplay buttons and keyboard shortcuts.
* The Settings window is available as a button on the home screen OR
from the Edit->Settings menu in the EditScene.
* Bugfix: using WASD to move the player character now works better and
is considered by the game to be identical to the arrow key inputs. Boy
now updates his animation based on these keys, and they register as
boolean on/off keys instead of affected by key-repeat.
* Refactor the boolProps: they are all part of usercfg now, and if you
run e.g. "boolProp show-all-doodads true" and then cause the user
settings to save to disk, that boolProp will be permanently enabled
until turned off again.
* New command-line tool: doodle-admin for signing license keys for
users. Includes functions to initialize a keypair, sign license keys
and validate existing keys.
* The Main Menu screen shows a blue "Register Game" button in the bottom
right corner of the screen, for unregistered users only.
* In Edit Mode, there is a "Help -> Register" menu item that opens the
License Window.
* The License UI Window lets the user select the license.key file to
register the game with. If registered, a copy of the key is placed in
Doodle's profile directory and the licensee name/email is shown in the
License UI window.
* Unregistered games will show the word "(shareware)" next to the title
screen version number and Edit Mode status bar.
* No restrictions are yet placed on free versions of the game.
On small screen sizes like the Pinephone, the toolbars in the Level
Editor are best made horizontal across the top and bottom of the screen
leaving more room for the drawing.
Enable it with a boolProp for now, and then reopen the level editor:
boolProp horizontalToolbars true
When launching `doodle -w mobile` it will automatically enable this
option.
* The scrollbox by which the game follows the player character has been
revised, it is now an offset away from the window's center instead of
fixed pixel distances from the window's edges.
* Mobile form-factor (Pinephone) now scrolls OK instead of jerking back
and forth rapidly when moving left.
In the Level Editor, the "Level->Attached files" menu opens the
FileSystem Window, which shows a paginated list of attached files and a
"Delete" button to remove them.
- Custom doodads which also exist locally can be deleted from the
level's filesystem at any time.
- If a custom doodad does NOT exist locally, and one of them is still
placed somewhere within the level, you can not delete it.
- You can't delete the custom wallpaper image IF the level is still
using it. Change to a default wallpaper and then you can delete the
custom wallpaper image.
* The Publisher is all hooked up. No native Save File dialogs yet, so
uses the dev shell Prompt() to ask for output filename.
* Custom-only or builtin doodads too can be stored in the level's file
data, at "assets/doodads/*.doodad"
* When loading the embedded level in the Editor: it gets its custom
doodads out of its file, and you can drag and drop them elsehwere,
link them, Play Mode can use them, etc. but they won't appear in the
Doodad Dropper if they are not installed in your local doodads
directory.
* Fleshed out serialization API for the Doodad files:
- LoadFromEmbeddable() looks to load a doodad from embeddable file
data in addition to the usual places.
- Serialize() returns the doodad in bytes, for easy access to embed
into level data.
- Deserialize() to parse and return from bytes.
* When loading a level that references doodads not found in its embedded
data or the filesystem: an Alert modal appears listing the missing
doodads. The rest of the level loads fine, but the actors referenced
by these doodads don't load.
* File->Publish Level in the Level Editor opens the Publish window,
where you can embed custom doodads into your level and export a
portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
as well, locking it in to those versions and not using updated
versions from future game releases.
UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
default button and close the modal, corresponding to its Primary
button.
* The developer console is now opened with the tilde/grave key ` instead
of the Enter key, so that the Enter key is free to click through
modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
the level and doodad sections, spawning a native File Open dialog to
pick a .level or .doodad outside the config root.
* 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`