Commit Graph

10 Commits (c5353df2112aa98ab310a7b72621bf7b3fa7f860)

Author SHA1 Message Date
Noah c5353df211 LoadUnloadChunk for Memory Optimization
Instead of the loadscreen eager-loading ALL level chunks to Go Images, only
load the chunks within the "LoadingViewport" - which is the on-screen
Viewport plus a margin of chunks off the screen edges.

During gameplay, every few ticks, reevaluate which chunks are inside or
outside the LoadingViewport; for chunks outside, free their SDL2 textures
and free their cached bitmaps to keep overall memory usage down. The
AzulianTag-Forest level now stays under 200 Textures at any given time
and the loadscreen goes faster as it doesn't have to load every chunk's
images up front.

The LoadUnloadChunk feature can be turned on/off with feature flags. If
disabled the old behavior is restored: loadscreen loads all images and
the LoadUnloadChunks function is not run.

Other changes:

* loadscreen: do not free textures in the Hide() function as this runs on
  a different goroutine and may break. The 4 wallpaper textures are OK
  to keep in memory anyway, the loadscreen is reused often!
* Free more leaked textures: on the Inventory frame and when an actor
  calls Self.Destroy()
* Stop leaking goroutines in the PubSub feature of the doodad script
  engine; scripting.Supervisor.Teardown() sends a stop signal to all
  scripts to clean up neatly. Canvas.Destroy() tears down its scripting
  supervisor automatically.
2022-04-10 12:40:25 -07:00
Noah 626fd53a84 Checkpoint Flag can Re-assign Player Character
Link a Doodad to a Checkpoint Flag (like you would a Start Flag) and
crossing the flag will replace the player with that doodad. Multiple
checkpoint flags like this can toggle you between characters.

* Azulians are now friendly to player characters who have the word
  "Azulian" in their title.
* Improve Bird as the playable character:
  * Dive animation if the player flies diagonally downwards
  * Animation loop while hovering in the air instead of pausing
* Checkpoint flags don't spam each other on PubSub so much which could
  sometimes lead to deadlocks!

SetPlayerCharacter added to the JavaScript API. The Checkpoint Flag
(not the region) can link to a doodad and replace the player character
with that linked doodad when you activate the checkpoint:

    Actors.SetPlayerCharacter(filename string): like "boy.doodad"

Add various panic catchers to make JavaScript safer and log issues
to console.
2022-01-18 21:24:36 -08:00
Noah 4d08bf1d85 Switch JavaScript engine to goja
* Switch from otto to goja for JavaScript engine.
* goja supports many ES6 syntax features like arrow functions,
  const/let, for-of with more coming soon.
* Same great features as otto, more modern environment for doodads!
2022-01-16 20:09:27 -08:00
Noah 1a8a5eb94b Polish and bugfixes
- Fix a memory sharing bug in the Giant Screenshot feature.
- Main Menu to eagerload chunks in the background to make scrolling less
  jittery. No time for a loadscreen!
- Extra script debugging: names/IDs of doodads are shown when they send
  messages to one another.
- Level Properties: you can edit the Bounded max width/height values for
  the level.

Doodad changes:

- Buttons: fix a timing bug and keep better track of who is stepping on it,
  only popping up when all colliders have left. The effect: they pop up
  immediately (not after 200ms) and are more reliable.
- Keys: zero-qty keys will no longer put themselves into the inventory of
  characters who already have one except for the player character. So
  the Thief will not steal them if she already has the key.

Added to the JavaScript API:

* time.Hour, time.Minute, time.Second, time.Millisecond, time.Microsecond
2021-10-09 20:45:38 -07:00
Noah d7a96d1770 Thief and Inventory APIs
This commit adds the Thief character with starter graphics
(no animations).

The Thief walks back and forth and will steal items from other
doodads, including the player. For singleton items that have no
quantity, like the Colored Keys, the Thief will only steal one
if he does not already have it. Quantitied items like the
Small Key are always stolen.

Flexibility in the playable character is introduced: Boy,
Azulian, Bird, and Thief all respond to playable controls.
There is not currently a method to enable these apart from
modifying balance.PlayerCharacterDoodad at compile time.

New and Changed Doodads

* Thief: new doodad that walks back and forth and will steal
  items from other characters inventory.
* Bird: has no inventory and cannot pick up items, unless player
  controlled. Its hitbox has also been fixed so it collides with
  floors correctly - not something normally seen in the Bird.
* Boy: opts in to have inventory.
* Keys (all): only gives themselves to actors having inventories.

JavaScript API - New functions available

* Self.IsPlayer() - returns if the current actor IS the player.
* Self.SetInventory(bool) - doodads must opt-in to having an
  inventory. Keys should only give themselves to doodads having
  an inventory.
* Self.HasInventory() bool
* Self.AddItem(filename, qty)
* Self.RemoveItem(filename, qty)
* Self.HasItem(filename)
* Self.Inventory() - returns map[string]int
* Self.ClearInventory()
* Self.OnLeave(func(e)) now receives a CollideEvent as parameter
  instead of the useless actor ID. Notably, e.Actor is the
  leaving actor and e.Settled is always true.

Other Changes

* Play Mode: if playing as a character which doesn't obey gravity,
  such as the bird, antigravity controls are enabled by default.
  If you `import antigravity` you can turn gravity back on.
* Doodad collision scripts are no longer run in parallel
  goroutines. It made the Thief's job difficult trying to steal
  items in many threads simultaneously!
2021-08-09 22:42:22 -07:00
Noah 0518df226c New Doodad: Anvil
* The Anvil doodad is affected by gravity and becomes dangerous when
  falling. If it lands on the player character, you die! If it lands on
  any other mobile doodad, it destroys it! It can land on solid doodads
  such as the Electric Trapdoor and the Crumbly Floor. It will activate
  a Crumbly Floor if it lands on one, and can activate buttons and
  switches that it passes.
* JavaScript API: FailLevel(message) can be called from a doodad to kill
  the player character. The Anvil does this if it collides with the
  player while it's been falling.
2021-08-08 21:57:41 -07:00
Noah 7b3aec0fef Fix Two-State Blocks & Collision Detection
* Two-state Buttons now also subscribe to the state change message, so
  other on/off buttons in the same level update to match the state of
  the button that was hit.
* Add lock mutexes around the scripting engine to protect from
  concurrent event handlers.
2020-01-02 17:58:22 -08:00
Noah 8965a7d86a Doodads: Crumbly Floor, Start Flag & State Blocks
Add new doodads:

* Start Flag: place this in a level to set the spawn point of the player
  character. If no flag is found, the player spawns at 0,0 in the top
  corner of the map. Only use one Start Flag per level, otherwise the
  player will randomly spawn at one of them.
* Crumbly Floor: a solid floor that begins to shake and then fall apart
  after a moment when a mobile character steps on it. The floor respawns
  after 5 seconds.
* State Blocks: blue and orange blocks that toggle between solid and
  pass-thru whenever a State Button is activated.
* State Button: a solid "ON/OFF" block that toggles State Blocks back
  and forth when touched. Only activates if touched on the side or bottom;
  acts as a solid floor when walked on from the top.

New features for doodad scripts:

* Actor scripts: call SetMobile(true) to mark an actor as a mobile mob
  (i.e. player character or enemy). Other doodads can check if the actor
  colliding with them IsMobile so they don't activate if placed too close
  to other (non-mobile) doodads in a level. The Blue and Red Azulians
  are the only mobile characters so far.
* Message.Broadcast allows sending a pub/sub message out to ALL doodads
  in the level, instead of only to linked doodads as Message.Publish does.
  This is used for the State Blocks to globally communicate on/off status
  without needing to link them all together manually.
2019-12-30 18:13:28 -08:00
Noah 6af60f1128 Improve Collision Detection: More Active w/ Actors
* Improve the collision detection algorithm so that Actor OnCollide
  scripts get called more often WHILE an actor is moving, to prevent a
  fast-moving actor from zipping right through the "solid" hitbox and
  not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
  object. When the game is testing out movement, Settled=false to give
  the actor a chance to say "I'm solid!" and have the moving party be
  stopped early.
* After all this is done, for any pair of actors still with overlapping
  hitboxes, OnCollide is called one last time with Settled=true. This is
  when the actor should run its actions (like publishing messages to
  other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
  * Stage 1 is the same as before, all mobile actors are moved and
    tested against level geometry. They record their Original and New
    position during this phase.
  * Stage 2 is where we re-run that movement but ping actors being
    intersected each step of the way. We trace the steps between
    Original and New position, test OnCollide handler, and if it returns
    false we move the mobile actor to the Last Good Position along the
    trace.
  * Stage 3 we run the final OnCollide(Settled=true) to let actors run
    actions they wanted to for their collide handler, WITHOUT spamming
    those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
  without breaking all actor collision checking.
2019-07-16 21:07:38 -07:00
Noah 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