Commit Graph

5 Commits (c08a1bc13ed28fb38c81be430c29fac41e609f30)

Author SHA1 Message Date
Noah ea0b41a781 Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
Noah 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
Noah af67b20d9b Initial WebAssembly Build Target
* Initial WebAssembly build target for Doodle in the wasm/ folder.
* Add a new render.Engine implementation, lib/render/canvas that uses
  the HTML 5 Canvas API instead of SDL2 for the WebAssembly target.
  * Ported the basic DrawLine(), DrawBox() etc. functions from SDL2 to
    Canvas context2d API.
  * Fonts are handled with CSS embedded fonts named after the font
    filename and defined in wasm/index.html
* `make wasm` builds the WASM program, and `make wasm-serve` runs a dev
  Go server that hosts the WASM file for development. The server also
  watches the dev tree for *.go files and rebuilds the WASM binary
  automatically on change.
* This build "basically" runs the game. UI and fonts all work and mouse
  movements and clicks are detected. No wallpaper support yet or texture
  caching (which will crash the game as soon as you click and draw a
  pixel in your map!)
2019-06-26 18:40:40 -07:00
Noah 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
Noah bca848d534 Wallpapers and Bounded Levels
Implement the Wallpaper system into the levels and the concept of
Bounded and Unbounded levels.

The first wallpaper image is notepad.png which looks like standard ruled
notebook paper. On bounded levels, the top/left edges of the page look
as you would expect and the blue lines tile indefinitely in the positive
directions. On unbounded levels, you only get the repeating blue lines
but not the edge pieces.

A wallpaper is just a rectangular image file. The image is divided into
four equal quadrants to be the Corner, Top, Left and Repeat textures for
the wallpaper. The Repeat texture is ALWAYS used and fills all the empty
space behind the drawing. (Doodads draw with blank canvases as before
because only levels have wallpapers!)

Levels have four options of a "Page Type":
- Unbounded       (default, infinite space)
- NoNegativeSpace (has a top left edge but can grow infinitely)
- Bounded         (has a top left edge and bounded size)
- Bordered        (bounded with bordered texture; NOT IMPLEMENTED!)

The scrollable viewport of a Canvas will respect the wallpaper and page
type settings of a Level loaded into it. That is, if the level has a top
left edge (not Unbounded) you can NOT scroll to see negative coordinates
below (0,0) -- and if the level has a max dimension set, you can't
scroll to see pixels outside those dimensions.

The Canvas property NoLimitScroll=true will override the scroll locking
and let you see outside the bounds, for debugging.

- Default map settings for New Level are now:
  - Page Type: NoNegativeSpace
  - Wallpaper: notepad.png (default)
  - MaxWidth: 2550  (8.5" * 300 ppi)
  - MaxHeight: 3300 ( 11" * 300 ppi)
2018-10-27 22:35:06 -07:00