Commit Graph

41 Commits

Author SHA1 Message Date
690fdedb91 Add the ui.ColorPicker 2022-01-01 18:48:34 -08:00
ddf0074099 Condensed Palette, Bird AI Update
* The Red Bird now records its original altitude on the level and will
  try and return there should it accidentally climb up or down a wall.
  Sometimes goes into a wavy pattern surrounding its original altitude.
* Editor UI: in the default (vertical) toolbar, the Palette now has a
  two column view to show more color choices on screen at once.
* User setting added: hide the touch control hints.
2021-10-12 20:49:48 -07:00
3a9cc83e78 Bugfix: Undo/Redo works for the Doodad Editor
Changed dependencies around so the undo/redo feature works on doodads as
well as levels.
2021-10-11 16:10:04 -07:00
a24c94a161 Multitouch Level Panning
Add multi-touch gesture support so that the player can scroll the level
in the editor (and title screen) by treating a two finger swipe to be
equivalent to a middle click drag.

Fun quirks found with SDL2's MultiGestureEvent:

* They don't begin sending us the event until motion is detected after
  two fingers have touched the screen; not the moment the second finger
  touches it.
* It spams us with events when it detects any tiny change and a lot of
  cool details like rotate/pinch deltas, but it never tells us when the
  multitouch STOPS! The game has to block left clicks while multitouch
  happens so the user doesn't draw all over their level, so it needs to
  know when touch has ended.
* The workaround is to track the mouse cursor position at the first
  touch and each delta thereafter; if the deltas stop changing tick to
  tick, unset the "is touching" variable.
2021-10-06 20:02:09 -07:00
c2c91e45a9 Middle-click to Pan + Remember Scroll Position
In the editor, clicking and dragging with the middle mouse button
will scroll the view of the editor in place of the arrow keys.

When entering Play Mode, the original scroll position in the level
editor is remembered for when you come back - no more having to
scroll from 0,0 each time to get back to where you were working!
2021-10-04 20:49:11 -07:00
d7a96d1770 Thief and Inventory APIs
This commit adds the Thief character with starter graphics
(no animations).

The Thief walks back and forth and will steal items from other
doodads, including the player. For singleton items that have no
quantity, like the Colored Keys, the Thief will only steal one
if he does not already have it. Quantitied items like the
Small Key are always stolen.

Flexibility in the playable character is introduced: Boy,
Azulian, Bird, and Thief all respond to playable controls.
There is not currently a method to enable these apart from
modifying balance.PlayerCharacterDoodad at compile time.

New and Changed Doodads

* Thief: new doodad that walks back and forth and will steal
  items from other characters inventory.
* Bird: has no inventory and cannot pick up items, unless player
  controlled. Its hitbox has also been fixed so it collides with
  floors correctly - not something normally seen in the Bird.
* Boy: opts in to have inventory.
* Keys (all): only gives themselves to actors having inventories.

JavaScript API - New functions available

* Self.IsPlayer() - returns if the current actor IS the player.
* Self.SetInventory(bool) - doodads must opt-in to having an
  inventory. Keys should only give themselves to doodads having
  an inventory.
* Self.HasInventory() bool
* Self.AddItem(filename, qty)
* Self.RemoveItem(filename, qty)
* Self.HasItem(filename)
* Self.Inventory() - returns map[string]int
* Self.ClearInventory()
* Self.OnLeave(func(e)) now receives a CollideEvent as parameter
  instead of the useless actor ID. Notably, e.Actor is the
  leaving actor and e.Settled is always true.

Other Changes

* Play Mode: if playing as a character which doesn't obey gravity,
  such as the bird, antigravity controls are enabled by default.
  If you `import antigravity` you can turn gravity back on.
* Doodad collision scripts are no longer run in parallel
  goroutines. It made the Thief's job difficult trying to steal
  items in many threads simultaneously!
2021-08-09 22:42:22 -07:00
215ed5c847 Stabilize Load Screen by Deferring SDL2 Calls
* The loading screen for Edit and Play modes is stable and the risk of
  game crash is removed. The root cause was the setupAsync() functions
  running on a background goroutine, and running SDL2 draw functions
  while NOT on the main thread, which causes problems.
* The fix is all SDL2 Texture draws become lazy loaded: when the main
  thread is presenting, any Wallpaper or ui.Image that has no texture
  yet gets one created at that time from the cached image.Image.
* All internal game logic then uses image.Image types, to cache bitmaps
  of Level Chunks, Wallpaper images, Sprite icons, etc. and the game is
  free to prepare these asynchronously; only the main thread ever
  Presents and the SDL2 textures initialize on first appearance.
* Several functions had arguments cleaned up: Canvas.LoadLevel() does
  not need the render.Engine as (e.g. wallpaper) textures don't render
  at that stage.
2021-07-19 17:14:00 -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
7093b102e3 Embeddable Doodads In Levels
* 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.
2021-06-13 14:59:03 -07:00
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
76b7dfa4f8 Various updates
New doodad interactions:
* Sticky Buttons will emit a "sticky:down" event to linked doodads, with
  a boolean value showing the Sticky Button's state.
* Normal Buttons will listen for "sticky:down" -- when a linked Sticky
  Button is pressed, the normal Button presses in as well, and stays
  pressed while the sticky:down signal is true.
* When the Sticky Button is released (e.g. because it received power
  from another doodad), any linked buttons which were sticky:down
  release as well.
* Switch doodads emit a new "switch:toggle" event JUST BEFORE sending
  the "power" event. Sensitive Doodads can listen for switches in
  particular this way.
* The Electric Door listens for switch:toggle; if a Switch is activated,
  the Electric Door always flips its current state (open to close, or
  vice versa) and ignores the immediately following power event. This
  allows doors to toggle on/off regardless of sync with a Switch.

Other changes:
* When the player character dies by fire, instead of the message saying
  "Watch out for fire!" it will use the name of the fire swatch that
  hurt the player. This way levels could make it say "Watch out for
  spikes!" or "lava" or whatever they want. The "Fire" attribute now
  just means "instantly kills the player."
* Level Editor: You can now edit the Title and Author name of your level
  in the Page Settings window.
* Bugfix: only the player character ends the game by dying in fire.
  Other mobile doodads just turn dark but don't end the game.
* Increase the size of Trapdoor doodad sprites by 150% as they were a
  bit small for the player character.
* Rename the game from "Project: Doodle" to "Sketchy Maze"
2021-03-30 23:40:41 -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
190d4be1b6 Layer Selection Window for Doodad Editor
* When editing a doodad in the Editor Mode, the toolbar has a "Lyr."
  button that opens the Layers window.
* The Layers window allows switching the active doodad layer that you
  are drawing on, as well as create and rename layers.
* With this feature, Doodads may be fully drawn in-game, including
  adding alternate named layers for animations and multiple-state
  doodads.
* Update the Pager component to have a configurable MaxPageButtons.
  Controls that have more pages than this limit will stop having buttons
  drawn after the limit. The "Forward" and "Next" buttons can still
  navigate into the extra pages.
* Refactored and centralized the various popup windows in Editor Mode
  into editor_ui_popups.go; the SetupPopups() and various methods such
  as ShowPaletteWindow() and ShowDoodadDropper() make management of
  popups simple for the editor_ui!
* The Menu Bar in Editor Mode now has context-specific tools in the
  Tools menu: the Doodad Dropper for levels and Layers for doodads.
* Bugfix the Palette Editor window to work equally between Levels and
  Doodads, by only having it care about the Palette and not the Level
  that owns it.
2020-11-16 23:23:21 -08:00
336a949ed0 Global UI Popup Modals
* Adds global modal support in the pkg/modal/ package. It has easy
  Alert() and Confirm() methods to prompt the user before calling a
  callback function on affirmative response.
* Modals have global app state: they're processed in the main loop in
  pkg/doodle.go similar to the global command shell.
* When a modal is active, a semitransparent black frame covers the
  screen (gameplay loop paused, last game frame rendered below) and the
  modal window appears on top.
* The developer console retains higher priority than the modal system
  and always renders on top.
* Editor Mode: track when the level pixels have been modified, and
  confirm the user about unsaved changes when they attempt to close the
  level (New, Open, Close, etc.)
* Global: the Escape key no longer immediately shuts down the game, but
  will confirm the user's intent via a modal.
* File->Quit in the Editor Mode also invokes the confirm shutdown modal.
2020-11-15 18:02:35 -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
7355778a39 render: Refactor Events System to Make Module Standalone
* Refactor the events used in lib/render/sdl to be more general-purpose
  to make librender a stand-alone library separate from Doodle.
2019-12-22 14:11:01 -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
cb02feff1d Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
  * They come in four varieties: wall switch (background element, with
    "ON/OFF" text) and three side-profile switches for the floor, left
    or right walls.
  * On collision with the player, they flip their state from "OFF" to
    "ON" or vice versa. If the player walks away and then collides
    again, the switch flips again.
  * Can be used to open/close Electric Doors when turned on/off. Their
    default state is "off"
  * If a switch receives a power signal from another linked switch, it
    sets its own state to match. So, two "on/off" switches that are
    connected to a door AND to each other will both flip on/off when one
    of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
  pixel collisions.
  * Previously, ALL pixels in the level were acting as though solid.
  * Non-solid pixels don't count for collision detection, but their
    attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
  instead of Edit Mode. Updated the title screen menu to add a button
  for playing levels instead of editing them.
* Wrote some documentation.
2019-07-06 18:30:03 -07:00
a504658055 Centralized Tick Counter, Fix Actor Dragging Bug
* The game's tick counter was moved from Doodle.ticks to shmem.Tick
  where it is more easily available from every corner of the code.
* Fix a bug in the Level Editor where dragging an already-existing actor
  from one part of your map to another, would cause it to lose all its
  data (especially its UUID), breaking links to other doodads. Now the
  existing Actor catches a ride on the drag object to be reinserted
  later.
* Animate the Link Line visualizers between actors. They now animate a
  blinking color between magenta and grey-ish.
2019-07-05 16:04:36 -07:00
dc2695cfc9 Add More Trapdoor Doodads
* Add the other trapdoor directions: Left, Right and Up.
* UI: Show a color square in each Palette Swatch button in Edit Mode.
  * Instead of just the label like "solid", "fire", "decoration" it also
    shows a square box colored as the swatch color. The label and box
    are left-aligned in the button.
* Minor Play Mode physics update:
  * The player jump is now limited: they may only continue to move
    upwards for 20 ticks, after which they must touch ground before
    jumping again.
  * Remove the "press Down to move down" button. Only gravity moves you
    down.
* Fix a crash in the Editor Mode when you dragged doodads on top of each
  other. Source of bug was the loopActorCollision() function, which only
  should be useful to Play Mode, and it expected the scripting engine to
  be attached to the Canvas. In EditorMode there is no scripting engine.
2019-07-05 15:02:22 -07:00
5a1ec156ca Editor Mode: Line Tool and Rectangle Tool
* Add support for the LineTool and RectTool while in the EditorMode to
  easily draw straight lines and rectangle outlines.
* Key bindings were added to toggle tools in lieu of a proper UI to
  select the tool from a toolbar.
  * "F" for Pencil (Freehand) Tool (since "P" is for "Playtest")
  * "L" for Line Tool
  * "R" for Rectangle Tool
2019-07-03 17:19:25 -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
3d08291bc5 Demo Running Level as Title Screen Wallpaper
* Load SDL2 fonts from go-bindata storage so we don't have to ship
  external font files on disk.
* Dedupe names of doodads so we don't show double on the front-end
  (go-bindata bundled doodads + those on local filesystem)
* Use go-bindata for accessing wallpaper images.
* Better flashed messages walking you through the Link Tool.
* Stylize the title screen (MainScene) by rendering a live example level
  as the background wallpaper, with mobile doodads in motion.
2019-06-27 22:59:36 -07:00
af67b20d9b Initial WebAssembly Build Target
* Initial WebAssembly build target for Doodle in the wasm/ folder.
* Add a new render.Engine implementation, lib/render/canvas that uses
  the HTML 5 Canvas API instead of SDL2 for the WebAssembly target.
  * Ported the basic DrawLine(), DrawBox() etc. functions from SDL2 to
    Canvas context2d API.
  * Fonts are handled with CSS embedded fonts named after the font
    filename and defined in wasm/index.html
* `make wasm` builds the WASM program, and `make wasm-serve` runs a dev
  Go server that hosts the WASM file for development. The server also
  watches the dev tree for *.go files and rebuilds the WASM binary
  automatically on change.
* This build "basically" runs the game. UI and fonts all work and mouse
  movements and clicks are detected. No wallpaper support yet or texture
  caching (which will crash the game as soon as you click and draw a
  pixel in your map!)
2019-06-26 18:40:40 -07:00
87416f9740 Link Tool UX
* On the Doodads tab is the Link button to enter the Link Tool.
* Click Link, then click the 1st doodad on the level, then click the 2nd
  doodad to complete the link.
* The actors struct in the Level holds the link IDs for each actor.
2019-06-23 16:15:09 -07:00
567b3158f1 Minor Tweaks 2019-06-08 17:02:28 -07:00
1523deeb9c Return False: Solid Collision Between Actors
* Implement the handler code for `return false` when actors are
  colliding with each other and wish to act like solid walls.
* The locked doors will `return false` when they're closed and the
  colliding actor does not have the matching key.
* Add arbitrary key/value storage to Actors. The colored keys will set
  an actor value "key:%TITLE%" on the one who touched the key before
  destroying itself. The colored doors check that key when touched to
  decide whether to open.
* The trapdoor now only opens if you're touching it from the top (your
  overlap box Y value is 0), but if you touch it from below and the door
  is closed, it acts like a solid object.
2019-05-28 21:43:30 -07:00
a2e1bd1ccb Improve OnCollide Doodad Script Handling
* Events.OnCollide now receives a CollideEvent object, which makes
  available the .Actor who collided and the .Overlap rect which is
  zero-relative to the target actor. Doodad scripts can use the .Overlap
  to see WHERE in their own box the other actor has intruded.
  * Update the LockedDoor and ElectricDoor doodads to detect when the
    player has entered their inner rect (since their doors are narrower
    than their doodad size)
  * Update the Button doodads to only press in when the player actually
    touches them (because their sizes are shorter than their doodad
    height)
  * Update the Trapdoor to only trigger its animation when the board
    along its top has been touched, not when the empty space below was
    touched from the bottom.
* Events.OnLeave now implemented and fires when an actor who was
  previously intersecting your doodad has left.
* The engine detects when an event JS callback returns false.
  Eventually, the OnCollide can return false to signify the collision is
  not accepted and the actor should be bumped away as if they hit solid
  geometry.
2019-05-06 22:58:09 -07:00
61af068b80 Load Balance Collision and Actor Loop Across CPU Cores
* Add sync.WaitGroup to some parts of the level collision detection
  function and Canvas.Loop() to speed up the frame rate by load
  balancing some work in parallel across multiple cores.
* Improves FPS from 30 to 55+ even for busy scenes with lots of mobile
  enemies walking around.
* Before the level collision optimization, framerate would sometimes dip
  to 30 FPS simply to move the player character on a completely blank
  map!
2019-05-06 17:06:40 -07:00
d28745f89e Mobile Enemy Doodad Test
* Add a Red Azulian as a test for mobile enemies.
  * Its A.I. has it walk back and forth, changing directions when it
    comes up against an obstacle for a few moments.
  * It plays walking animations and can trigger collision events with
    other Doodads, such as the Electric Door and Trapdoor.
* Move Gravity responsibility to the doodad scripts themselves.
  * Call `Self.SetGravity(true)` to opt the Doodad in to gravity.
  * The canvas.Loop() adds gravity to any doodad that has it enabled.
2019-05-06 16:30:45 -07:00
a73dec9f31 Doodad Animations Managed In-Engine
* Add animation support for Doodad actors (Play Mode) into the core
  engine, so that the Doodad script can register named animations and
  play them without managing all the details themselves.
  * Doodad API functions on Self: AddAnimation, PlayAnimation,
    StopAnimation, IsAnimating
* CLI: the `doodad convert` command will name each layer after the
  filename used as the input image.
* CLI: fix the `doodad convert` command creating duplicate Palette
  colors when converting a series of input images into a Doodad.
2019-05-06 15:30:43 -07:00
52a2545692 Remove ScreenshotKey Event, Add F* Key Handlers
* The F3 key now toggles the Debug Overlay, which is now OFF by default.
* The F4 key now toggles the Debug Collision Boxes feature.
2019-04-19 16:21:04 -07:00
258b2eb285 Script Timers, Multiple Doodad Frames
* CLI: fix the `doodad convert` command to share the same Palette when
  converting each frame (layer) of a doodad so subsequent layers find
  the correct color swatches for serialization.
* Scripting: add timers and intervals to Doodad scripts to allow them to
  animate themselves or add delayed callbacks. The timers have the same
  API as a web browser: setTimeout(), setInterval(), clearTimeout(),
  clearInterval().
* Add support for uix.Actor to change its currently rendered layer in
  the level. For example a Button Doodad can set its image to Layer 1
  (pressed) when touched by the player, and Trapdoors can cycle through
  their layers to animate opening and closing.
  * Usage from a Doodad script: Self.ShowLayer(1)
* Default Doodads: added scripts for all Buttons, Doors, Keys and the
  Trapdoor to run their various animations when touched (in the case of
  Keys, destroy themselves when touched, because there is no player
  inventory yet)
2019-04-18 18:15:05 -07:00
1e80304061 Initial Doodad JavaScript System
* Add the JavaScript system for Doodads to run their scripts in levels,
  and wire initial OnCollide() handler support.
* CLI: Add a `doodad install-script` command to the doodad tool.
  * Usage: `doodad install-script <index.js> <filename.doodad>`
* Add dev-assets folder for storing source files for the official
  default doodads, sprites, levels, etc. and for now add a JavaScript
  for the first test doodad.
2019-04-15 23:07:40 -07:00
f8a83cbad9 Detect Collision Between Actors
* Move all collision code into the pkg/collision package.
  * pkg/doodads/collision.go -> pkg/collision/collide_level.go
  * pkg/doodads/collide_actors.go for new Actor collide support
* Add initial collision detection code between actors in Play Mode.
2019-04-15 19:17:25 -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
2b42a072a0 Code Layout Refactor
* All private Doodle source code into the pkg/ folder.
* Potentially public code into the lib/ folder.
* Centralize the logger into a subpackage.
2019-04-09 17:35:44 -07:00