Commit Graph

11 Commits (af6b8625d621ccbf53cee711a7dca7019cab8377)

Author SHA1 Message Date
Noah af6b8625d6 Flood Tool, Survival Mode for Azulian Tag
New features:
* Flood Tool for the editor. It replaces pixels of one color with another,
  contiguously. Has limits on how far from the original pixel it will color,
  to avoid infinite loops in case the user clicked on wide open void. The
  limit when clicking an existing color is 1200px or only a 600px limit if
  clicking into the void.
* Cheat code: 'master key' to play locked Story Mode levels.

Level GameRules feature added:
* A new tab in the Level Properties dialog
* Difficulty has been moved to this tab
* Survival Mode: for silver high score, longest time alive is better than
  fastest time, for Azulian Tag maps. Gold high score is still based on
  fastest time - find the hidden level exit without dying!

Tweaks to the Azulians' jump heights:
* Blue Azulian:  12 -> 14
* Red Azulian:   14 -> 18
* White Azulian: 16 -> 20

Bugs fixed:
* When editing your Palette to rename a color or add a new color, it wasn't
  possible to draw with that color until the editor was completely unloaded
  and reloaded; this is now fixed.
* Minor bugfix in Difficulty.String() for Peaceful (-1) difficulty to avoid
  a negative array index.
* Try and prevent user giving the same name to multiple swatches on their
  palette. Replacing the whole palette can let duplication through still.
2022-03-26 13:55:06 -07:00
Noah 44122d4130 Spit and polish
UI improvements specifically for mobile (running the game with the
`-w mobile` or `-w landscape` options) screen sizes.

* Rework the Settings window to be mobile friendly to landscape
  oriented screens (`doodle -w landscape`) and migrate Options tab
  to magicform.
* The toolbar in the Editor will be a single column of buttons
  on small screens, such as `-w mobile` (375x812) portrait mode
  smartphone. On larger screens the toolbar shows in two columns
  of buttons.
* Fix tooltips not drawing on top.
* Centralize the hard-coded references to specific font filenames
* Add cheat code: `test load screen` to bring a sample loading screen up
  for a few seconds. It needs improvement on `-w landscape`
2022-03-05 22:44:54 -08:00
Noah 1205dc2cd3 Invulnerable Anvil and other fixes
* Add methods `Invulnerable() bool` and `SetInvulnerable(bool)` to the
  Actor API accessible in JavaScript (e.g. `Self.SetInvulnerable(true)`)
* The Anvil is invulnerable - when played as, it can crush other mobs by
  jumping on them but is not defeated by those mobs at the same time.
* Anvils don't destroy invulnerable mobs, such as other Anvils.
* Bugfix: the Electric Door is considered to be opened from the first
  frame of animation when the door begins opening, and remains opened
  until the final frame of animation when it is closing.
* New cheat code: `megaton weight` to play as the Anvil by default.
2022-02-20 11:48:36 -08:00
Noah 3f7e384633 Invincibility Cheat
Add cheat `god mode` that toggles invincibility. Fire pixels and hostile
mobs can't fail the level for you.
2022-01-17 22:02:27 -08:00
Noah 48e18da511 Centralize cheats, detect cheated player character
* If the player runs the PlayAsBird cheat they shouldn't be able to win
  a high score on a level, so at level startup it detects whether the
  DefaultPlayerCharacterDoodad has changed from default on a level that
  doesn't use the Start Flag to set a specific doodad - and immediately
  marks the session as cheated
2022-01-08 18:27:37 -08:00
Noah 672ee9641a Savegame and High Scores
* Adds pkg/savegame to store user progress thru Level Packs.
* The savegame.json is mildly tamper resistant by including a checksum
  along with the JSON body.
* The checksum combines the JSON string + an app secret (in savegame.go)
  + user specific entropy (stored in their settings.json). If the user
  modifies their save file and the checksum becomes invalid the game
  will not load the save file, acting like it didn't exist, resetting
  all their high scores.

Updates to the Story Mode window:

* On the LevelPacks list: shows e.g. "[completed 0 of 3 levels]" showing
  a user's progress thru the level pack.
* Below the levels on the Detail screen:
  * Shows an indicator whether the level is completed or not.
  * Shows high scores (fastest times beating the level)
  * Shows a padlock icon if levels are locked and the player hasn't
    reached them yet. Pops up an Alert modal if a locked level is
    clicked on.

Scoring is based around your fastest time elapsed to finish the level.

* Perfect Time (gold coin): player has not died during the level.
* Best Time (silver coin): player has continued from a checkpoint.

In-game an elapsed timer is shown in the top left corner along with the
gold or silver coin indicating if your run has been Perfect.

If the user enters any Cheat Codes during gameplay they are not eligible
to win a high score, but the level will still be marked as completed.
The icon next to the in-game timer disappears when a cheat code has been
entered.
2022-01-02 16:28:43 -08:00
Noah fb5a8a1ae8 Async Giant Screenshot, Player Physics and UI Polish
* 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
2021-10-07 18:27:38 -07:00
Noah 55efdd6eb5 Technical Doodad: Checkpoint Region
The Checkpoint Region acts as an invisible checkpoint flag, remembering
the player's location should they need to respawn there.

New cheat: `show all actors` during Play Mode will make every hidden
actor visible. Useful to see your technical doodads during gameplay!

Developer shell: `Execute(command string)` is available to the
JavaScript interpreter. It simulates another command being run on the
developer console.
2021-10-02 21:36:03 -07:00
Noah 0bf5045a53 Death Barrier and Player Character Cheat Codes
* Added the Death Barrier to Play Mode to catch players from falling off
  the map and then falling indefinitely, especially on Unbounded maps.
* The Death Barrier is set 1,000 pixels below the lowest point on your
  map. If the player falls here they get a death message: "Watch out for
  falling off the map!"
* Added cheat codes to change the default Player Character doodad, as a
  way to force play as a different character (for levels which don't
  specify a custom character):
  * Play as Bird: fly like a bird
  * Play as Blue Azulian: the cell
  * Play as Thief: play as thief
  * Reset to default (Boy): pinocchio
2021-08-15 17:01:18 -07:00
Noah 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
Noah f0101ba048 The Window Manager Update
* Take advantage of the new Window Manager feature of the UI toolkit.
* Move the MenuScene's "New Level" and "Play/Edit Level" windows into
  stand-alone functions in new pkg/windows/ package. The 'windows'
  package is isolated from the rest of Doodle and communicates using
  config variables and callback functions to avoid circular dependency.
* MenuScene calls the window constructors from the new package.
* Add an "Options" button to the Menu Bar in the Editor Scene, which
  opens the "New Level" window to allow changing the wallpaper or
  bounding type of the level currently being edited.
* Move the cheat codes into their own file, cheats.go
2020-04-06 23:21:17 -07:00