* 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.
* 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 "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.
In the Level Editor, the "Level->New viewport" menu opens a window with
its own view into your level. You can open as many viewports as you
want.
* Mouse over a viewport and the arrow keys scroll that canvas instead of
the main editor canvas!
* You can draw inside the viewports! A selectbox to choose the tool to
draw with. No palette or thickness support yet!
* The actors are installed as-is when the viewport is created and it
doesn't show any changes to actors after. Make a new viewport for a
refreshed view.
* Strokes committed inside the viewport show up in the main editor (and
in other viewports), and vice versa. The viewports accurately track
changes to the level's colors, just not the actors.
* Fun feature to load a DIFFERENT level inside of the viewport! Editing
that level doesn't save changes or anything.
In the Level Editor, the "Level->Giant Screenshot" menu will take a full
scale PNG screenshot of the entire level, with its wallpaper and
doodads, and save it in ~/.config/doodle/screenshots.
It is currently CPU intensive and slow. With future work it should be
made asynchronous. The function is abstracted away nicely so that the
doodad CLI tool may support this as well.
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!
* 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.
* 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.