* MainWindow is ideal for apps that just want a UI and
don't manage their own SDL windows.
* The example app will grow into a series of demos that
test the UI toolkit to help fix bugs and grow features.
* 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.
* Add some encoding/decoding functions for binary msgpack format for
levels and doodads. Currently it writes msgpack files that can be
decoded and printed by Python (mp2json.py) but it can't re-read from
the binary format. For now, levels will continue to write in JSON
format.
* Add filesystem abstraction functions to the balance/ package to search
multiple paths to find Levels and Doodads, to make way for
system-level doodads.
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.
* Increase the default window size from 800x600 to 1024x768.
* Move the drawing canvas in EditorMode to inside the EditorUI where it can
be better managed with the other widgets it shares the screen with.
* Slightly fix Frame packing bug (with East orientation) that was causing
right-aligned statusbar items to be partially cropped off-screen. Moved a
couple statusbar labels in EditorMode to the right.
* Add `Parent()` and `Adopt()` methods to widgets for when they're managed
by containers like the Frame.
* Add utility functions to UI toolkit for computing a widget's Absolute
Position and Absolute Rect, by crawling all parent widgets and summing
them up.
* Add `lib/debugging` package with useful stack tracing utilities.
* Add `make guitest` to launch the program into the GUI Test.
The command line flag is: `doodle -guitest`
* Console: add a `close` command which returns to the MainScene.
* Initialize the font cache directory (~/.cache/doodle/fonts) but don't
extract the fonts there yet.