* For the doodad tool: skip the assets embed folder, the doodad binary doesn't
need to include all the game's doodads/levelpacks/etc. and can save on file
size.
* In `doodad resave`, .doodad files with Vacuum() and upgrade their chunker from
the MapAccessor to the RLEAccessor.
* Fix a rare concurrent map read/write error in OptimizeChunkerAccessors.
Levels can now be converted to RLE encoded chunk accessors and be re-saved
continuously without any loss of information.
Off-by-one errors resolved:
* The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129
elements to a side for a 128 chunk size.
* In rle.Decompress() the cursor value and translation to X,Y coordinates is
fixed to avoid a pixel going missing at the end of the first row (128,0)
* The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the
chunks from scooting a pixel to the right on every save.
Doodad tool updates:
* Remove unused CLI flags in `doodad resave` (actors, chunks, script,
attachment, verbose) and add a `--output` flag to save to a different file
name to the original.
* Update `doodad show` to allow debugging of RLE compressed chunks:
* CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug
* CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in
their 2D grid form in your terminal window (VERY noisy for large
levels! Use the --chunk option to narrow to one chunk).
Bug fixes and misc changes:
* Chunk.Usage() to return a better percentage of chunk utilization.
* Chunker.ChunkFromZipfile() was split out into two functions:
* RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the
file extension discovered (.bin or .json) so the caller can interpret
the bytes correctly.
* ChunkFromZipfile calls the former function and then depending on file
extension, unmarshals from binary or json.
* The Raw function enables the `doodad show` command to debug and visualize
the raw contents of the RLE compressed chunks.
* Updated the Visualize() function for the RLE encoder: instead of converting
palette indexes to hex (0-F) which would begin causing problems for palette
indexes above 16 (as they would use two+ characters), indexes are mapped to
a wider range of symbols (0-9A-Z) and roll over if you have more than 36
colors on your level. This at least keeps the Visualize() grid an easy to
read 128x128 characters in your terminal.
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.