Commit Graph

12 Commits

Author SHA1 Message Date
26b1ac88dd Shift to scroll slowly + Doodads on Q
* Holding Shift while pressing arrow keys in the editor will scroll by
  just 1 pixel per tick to aid in precise debugging with the Zoom In/Out
  feature.
* The keybinds used in canvas_editable.go to catch the arrow keys are
  updated to use our nice keybind package. As a consequence, the WASD
  keys will also scroll the level.
* The "d for Doodads" keybind is renamed "q" so as not to open the
  Doodads window whenever scrolling right using the WASD keys.
2021-07-13 18:04:25 -07:00
37f6177a17 Zoom In/Out Feature: WorldIndexAt Fixed
WorldIndexAt() translates the pixel below the mouse cursor in screen
space (0,0 at top-left corner of the application window) into a world
coordinate in the level shown inside the canvas, taking into account the
canvas's position on the window and the scroll position.

It now translates correctly when zoom In or Out, so the "Abs:" mouse
position level in the status bar shows correctly.

Zoom features that are still jank:

- Scrolling while zoomed in, the chunks to the top/left start unloading
  too rapidly and outpacing the scroll, eventually level is invisible
- Drawing and committing pixels to the image while zoomed in/out is
  unpredictable where the pixels actually land.
- Actors in the level don't move or zoom at all.
2021-07-13 18:04:25 -07:00
ed492a4451 Progress on the Zoom In/Out Feature
* 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.
2021-07-11 21:54:28 -07:00
837960c477 Doodads: Small Key Door + Bigger Crumbly Floor
* The crumbly floor doodad was made 50% larger.
* New doodad: Small Key and Small Key Door. These work like the colored
  doors and locks except each Small Key is consumed when it unlocks a
  door. The door's appearance is of iron bars.
* The inventory HUD displays a small quantity label in the lower-right
  corner of items that have a quantity, such as the Small Key. This is
  done as a Canvas.CornerLabel string attribute on uix.Canvas.
* The "give all keys" cheat adds 99 Small Keys to your inventory.
2021-01-03 17:06:33 -08:00
6e40d58010 WIP Zoom Tool
* Added Feature Flag support, run doodle with --experimental to enable
  all flags. Eraser Tool is behind a feature flag now.
* + and - on the top row of keyboard keys will zoom the drawing in and
  out in Edit Mode. The wallpaper zooms nicely enough, but level
  chunkers need work.
* A View menu is added with Zoom in/out, reset zoom, and scroll to
  origin options. The whole menu is behind the Zoom feature flag.
* Update README with lots of details for fun debug mode options to play
  around with.
2020-11-19 20:09:15 -08:00
0437adfbf8 Change types int32 -> int per upstream render and ui library 2019-12-27 19:16:34 -08:00
a060330450 Switch to external git.kirsle.net/go/ui package 2019-12-27 16:31:58 -08:00
ea0b41a781 Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
cc1e441232 Eraser Tool, Brush Sizes
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
  to control the brush size.
  * Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
  and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
  you change them, so that Undo will set them back how they were instead
  of deleting the pixel entirely. Due to performance issues, this only
  happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
  an int reference.

Aforementioned performance issues:

* When we try to remember whole rects of pixels for drawing thick
  shapes, it requires a ton of scanning for each step of the shape. Even
  de-duplicating pixel checks, tons of extra reads are constantly
  checked.
* The Eraser is the only tool that absolutely needs to be able to
  remember wiped pixels AND have large brush sizes. The performance
  sucks and lags a bit if you erase a lot all at once, but it's a
  trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
  thick brushes, so the Undo action will simply delete your pixels and not
  reset them. Only the Eraser can bring back pixels.
2019-07-11 19:07:46 -07:00
c8620f871e Drawing Strokes and Undo/Redo Functionality
* Add new pkg/drawtool with utilities to abstract away drawing actions
  into Strokes and track undo/redo History for them.
* The freehand Pencil tool in EditorMode has been refactored to create a
  Stroke of Shape=Freehand and queue up its world pixels there instead
  of directly modifying the level chunker in real time. When the mouse
  button is released, the freehand Stroke is committed to the level
  chunker and added to the UndoHistory.
* UndoHistory is (temporarily) stored with the level.Level so it can
  survive trips to PlayScene and back, but is not stored as JSON on
  disk.
* Ctrl-Z and Ctrl-Y in EditorMode for undo and redo, respectively.
2019-07-03 16:25:23 -07:00
241186209c Play Mode: Fix Level Collision w/ Scrolling
Fixes:
* Move the call to CollidesWithGrid() inside the Canvas instead of
  outside in the PlayScene.movePlayer() so it can apply to all Actors
  in motion.
* PlayScene.movePlayer() in turn just sets the player's Velocity so the
  Canvas.Loop() can move the actor itself.
* When keeping the player inside the level boundaries: previously it was
  assuming the player Position was relative to the window, and was
  checking the WorldIndexAt and getting wrong results.
* Canvas scrolling (loopFollowActor): check that the actor is getting
  close to the screen edge using the Viewport into the world, NOT the
  screen-relative coordinates of the Canvas bounding boxes.
2019-04-14 15:25:03 -07:00
5c08577214 Port over code from old collision dev PR 2019-04-09 19:17:56 -07:00