Commit Graph

11 Commits

Author SHA1 Message Date
5d8c5510d8 Draw Lines Visualizing Doodad Links in Edit Mode
* If the current edit tool is Actor or Link, use the new drawtool.Stroke
  object to draw visual lines connecting every pair of linked actors in
  the level. The lines are hidden during normal editing and gameplay and
  only appear when you're possibly manipulating your actors and links.
2019-07-03 16:51:23 -07:00
0c22ecae5e Level Exit Doodad
* Add a Level Exit doodad, which for now is a little blue flag on a pole
  that reads "END"
* JavaScript API: global function EndLevel() will end the level. The
  exit doodad calls this when touched by the player.
* Add a "Level Completed" alert box UI to PlayScene with dynamic button
  layouts.
  * The alert box pops up when a doodad calls EndLevel() and contains
    action buttons what to do next.
  * "Play Again" restarts the current level again.
  * "Edit Level" if you came from the EditorScene; otherwise this button
    is not visible.
  * "Next Level" is a to-be-implemented button to advance in the single
    player story mode. Only shows up when PlayScene.HasNext=true.
  * "Exit to Menu" is always visible and closes out to the MainScene.
2019-07-02 15:24:46 -07:00
ba6892aa95 WASM Texture Caching
* Refactor texture caching in render.Engine:
  * New interface method: NewTexture(filename string, image.Image)
  * WASM immediately encodes the image to PNG and generates a JavaScript
    `Image()` object to load it with a data URI and keep it in memory.
  * SDL2 saves the bitmap to disk as it did before.
  * WASM: deprecate the sessionStorage for holding image data. Session
    storage methods panic if called. The image data is directly kept in
    Go memory as a js.Value holding an Image().
* Shared Memory workaround: the level.Chunk.ToBitmap() function is where
  chunk textures get cached, but it had no access to the render.Engine
  used in the game. The `pkg/shmem` package holds global pointers to
  common structures like the CurrentRenderEngine as a work-around.
  * Also shmem.Flash() so Doodle can make its d.Flash() function
    globally available, any sub-package can now flash text to the screen
    regardless of source code location.
  * JavaScript API for Doodads now has a global Flash() function
    available.
* WASM: Handle window resize so Doodle can recompute its dimensions
  instead of scaling/shrinking the view.
2019-06-27 12:03:52 -07:00
99eab19c5b Pub/Sub Messages Between Linked Actors (JavaScript)
* Implement the pub/sub message passing system that lets the JavaScript
  VM of one actor (say, a Button) send messages to other linked actors
  in the level (say, an Electric Door)
* Buttons now emit a "power(true)" message while pressed and
  "power(false)" when released. Sticky Buttons do not release and so do
  not send the power(false) message.
* Electric Doors listen for the "power" event and open or close
  themselves based on the boolean value received.
* If a Sticky Button receives power and is currently pressed down, it
  will pop back up (reset to "off" position) and notify its linked
  actors that they have lost power too. So if a Sticky Button held an
  Electric Door open, and another Button powers the Sticky Button, it
  would pop back up and also close the Electric Door.
2019-06-23 17:34:11 -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
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
f76ba6fbb7 WIP: MsgPack stubs, Level Filesystem Module
* 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.
2019-05-06 12:41:46 -07:00
d042457365 Use Azulian doodad as player character instead of empty dummy 2019-05-01 18:30:30 -07:00
35d96b714d Add JavaScript panic catcher to doodads
* Add example mischievous doodad script that alters the logger date
  format and animates its canvas's mask color.
2019-04-18 22:02:59 -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