Commit Graph

18 Commits

Author SHA1 Message Date
ba97c81b55 Loading Screen
* pkg/loadscreen implements a global Loading Screen for loading heavy
  levels for playing or editing.
* All chunks in a level are pre-rendered to bitmap before gameplay
  begins, which reduces stutter as chunks were being lazily rendered on
  first appearance before.
* The loading screen can be played with in the developer console:
  $ loadscreen.Show()
  $ loadscreen.Hide()
  Along with ShowWithProgress(), SetProgress(float64) and IsActive()
* Chunker: separate the concerns between Bitmaps an (SDL2) Textures.
* Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image)
  and caches it, only re-rendering if marked as dirty.
* Chunker.Texture() will use the pre-cached bitmap if available to
  immediately produce the SDL2 texture.

Other miscellaneous changes:

* Added to the Colored Pencil palette: Sandstone
* Added "perlin noise" brush pattern
2021-07-18 20:04:24 -07:00
ed492a4451 Progress on the Zoom In/Out Feature
* Got the level chunks AND the wallpaper to both scale UP and DOWN
  consistently together.
* Trying to draw new pixels while zoomed in/out ends up offsetting the
  pixels by 2X still. Still seems an issue between screen coordinates
  and world coordinates. Zoom in 2X and try and draw a line 64px from
  the corners of the screen? The committed line appropriately lands at
  the 64px coord on the level data but, zoomed in, it appears 2X to the
  right on the screen from where I dropped the cursor!
* When zooming OUT, the limit on number of chunks the viewport will try
  and render is not increased, leaving dead space in the screen; more
  chunks should render when there's room.
2021-07-11 21:54:28 -07:00
864156da53 Settings Window + Bugfix
* 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.
2021-06-19 22:14:41 -07:00
0449737607 License Key Registration with ECDSA JWT Tokens
* New command-line tool: doodle-admin for signing license keys for
  users. Includes functions to initialize a keypair, sign license keys
  and validate existing keys.
* The Main Menu screen shows a blue "Register Game" button in the bottom
  right corner of the screen, for unregistered users only.
* In Edit Mode, there is a "Help -> Register" menu item that opens the
  License Window.
* The License UI Window lets the user select the license.key file to
  register the game with. If registered, a copy of the key is placed in
  Doodle's profile directory and the licensee name/email is shown in the
  License UI window.
* Unregistered games will show the word "(shareware)" next to the title
  screen version number and Edit Mode status bar.
* No restrictions are yet placed on free versions of the game.
2021-06-16 21:56:30 -07:00
d6f86487f5 Horizontal Toolbars Option for Editor Mode
On small screen sizes like the Pinephone, the toolbars in the Level
Editor are best made horizontal across the top and bottom of the screen
leaving more room for the drawing.

Enable it with a boolProp for now, and then reopen the level editor:

    boolProp horizontalToolbars true

When launching `doodle -w mobile` it will automatically enable this
option.
2021-06-13 21:23:26 -07:00
c5e3fc297c Manage Embedded Files In Levels
In the Level Editor, the "Level->Attached files" menu opens the
FileSystem Window, which shows a paginated list of attached files and a
"Delete" button to remove them.

- Custom doodads which also exist locally can be deleted from the
  level's filesystem at any time.
- If a custom doodad does NOT exist locally, and one of them is still
  placed somewhere within the level, you can not delete it.
- You can't delete the custom wallpaper image IF the level is still
  using it. Change to a default wallpaper and then you can delete the
  custom wallpaper image.
2021-06-13 16:03:32 -07:00
d9bca2152a WIP Publish Dialog + UI Improvements
* File->Publish Level in the Level Editor opens the Publish window,
  where you can embed custom doodads into your level and export a
  portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
  designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
  as well, locking it in to those versions and not using updated
  versions from future game releases.

UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
  default button and close the modal, corresponding to its Primary
  button.
* The developer console is now opened with the tilde/grave key ` instead
  of the Enter key, so that the Enter key is free to click through
  modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
  the level and doodad sections, spawning a native File Open dialog to
  pick a .level or .doodad outside the config root.
2021-06-10 22:36:22 -07:00
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
47cca8c7c6 Palette Editor and Doodad Dropper Windows
* Start the program window maximized with the `-w maximized` CLI option.
* Move the Doodad Palette off the right-side dock of the Editor Scene and
  into its own pop-up window: the DoodadDropper.
* Shrink the width of the Color Palette panel and show only the colors in
  the buttons. The name of the swatch is available in the mouse-over tooltip.
* Added an "Edit" button to the Color Palette. It opens a Palette Editor
  window where you can rename, change colors and attributes of existing colors
  OR insert new colors into your palette. (Deleting colors not yet supported).
* level.Chunker gets a Redraw method: invalidates all cached textures of all
  chunks forcing the level to redraw itself, possibly with an updated palette.
2020-07-09 19:38:37 -07:00
38614ee280 Tighten Doodad JavaScript API, User Documentation
* Tightens up the surface area of API methods available to the
  JavaScript VMs for doodads. Variables and functions are carefully
  passed in one-by-one so the doodad script can only access intended
  functions and not snoop on undocumented APIs.
* Wrote tons of user documentation for Doodad Scripts: documented the
  full surface area of the exposed JavaScript API now that the surface
  area is known and limited.
* Early WIP code for the Campaign JSON
2020-04-21 23:50:45 -07:00
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
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
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
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
9efe16582c Add Play/Edit Buttons to Toggle Between Modes
* Instead of needing to press the "P" and "E" keys to toggle from edit
  mode to play mode (and back again), respectively, the UI now draws a
  "Play (P)" or "Edit (E)" button on the bottom right corner of the
  level canvas. Clicking it will toggle the mode.
2019-06-25 18:36:53 -07:00
4dd1bebc5f Add MenuScene with New Level UI
* Debug mode: no longer enables the DebugOverlay (F3) by default, but
  does now insert the current FPS counter into the window title bar.
* ui.Frame: set a default "mostly transparent" BG color so the frame
  background doesn't render as white.
* Add the MenuScene which will house the game's main menus.
* The "New Level" menu is first to be added.
  * UI lets you pick Page Type and Wallpaper using radio buttons.
  * Page Type: Unbounded, Bounded (default), No Negative Space, Bordered
  * Fix bugs in uix.Canvas to fully support all these page types.
2019-06-25 15:01:37 -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