* 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.
* Update the Makefile to choose MacOS friendly `date` formats.
* Build the Windows doodle.exe binary as a GUI application to skip the
console window.
* Added Mac OS build instructions.
* The `doodad` CLI tool got a lot of new commands:
* `doodad show` to verbosely print details about Levels and Doodads.
* `edit-level` and `edit-doodad` to update details about Levels and
Doodads, such as their Title, Author, page type and size, etc.
* Doodads gain a `Hidden bool` that hides them from the palette in
Editor Mode. The player character (Blue Azulian) is Hidden.
* Add some boolProps to the balance/ package and made a dynamic system
to easily configure these with the in-game dev console.
* Command: `boolProp list` returns available balance.boolProps
* `boolProp <name>` returns the current value.
* `boolProp <name> <true or false>` sets the value.
* The new boolProps are:
* showAllDoodads: enable Hidden doodads on the palette UI (NOTE:
reload the editor to take effect)
* writeLockOverride: edit files that are write locked anyway
* prettyJSON: pretty-format the JSON files saved by the game.
* Touching "fire" pixels in a level will pop up the End Level alert box
saying you've died by fire and can restart the level.
* Update level.WriteFile() to prune broken links between actors before
save. So when a linked actor is deleted, the leftover link data is
cleaned up.
* Slight optimization in Canvas.drawStrokes: if either end of the stroke
is not within view of the screen, don't show the stroke.
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
* 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.
* Add the other trapdoor directions: Left, Right and Up.
* UI: Show a color square in each Palette Swatch button in Edit Mode.
* Instead of just the label like "solid", "fire", "decoration" it also
shows a square box colored as the swatch color. The label and box
are left-aligned in the button.
* Minor Play Mode physics update:
* The player jump is now limited: they may only continue to move
upwards for 20 ticks, after which they must touch ground before
jumping again.
* Remove the "press Down to move down" button. Only gravity moves you
down.
* Fix a crash in the Editor Mode when you dragged doodads on top of each
other. Source of bug was the loopActorCollision() function, which only
should be useful to Play Mode, and it expected the scripting engine to
be attached to the Canvas. In EditorMode there is no scripting engine.
* Rudimentary scrolling shows a Left and Right button at the top of the
Doodad Palette if your window is deemed not tall enough to contain all
of the doodads.
* A "progress bar" is shown between the buttons indicating the
percentage of your scroll down the doodad list. When you're able to
see the final row of doodads, the progress bar is at 100%.
* Toolbar has icon buttons for the Pencil Tool, Line Tool, Rect Tool,
Actor Tool and Link Tool.
* Remove the tab buttons from the top of the Palette window. The palette
tab is now toggled between Swatches and Doodads by the tool selected
on the tool bar, instead of the tab buttons setting the tool.
* Remove the "Link Doodads" button from the Doodad Palette. The Link
Tool has its own dedicated toolbar button with the others.
* Add support for the LineTool and RectTool while in the EditorMode to
easily draw straight lines and rectangle outlines.
* Key bindings were added to toggle tools in lieu of a proper UI to
select the tool from a toolbar.
* "F" for Pencil (Freehand) Tool (since "P" is for "Playtest")
* "L" for Line Tool
* "R" for Rectangle Tool
* 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.
* Add new pkg/drawtool with utilities to abstract away drawing actions
into Strokes and track undo/redo History for them.
* The freehand Pencil tool in EditorMode has been refactored to create a
Stroke of Shape=Freehand and queue up its world pixels there instead
of directly modifying the level chunker in real time. When the mouse
button is released, the freehand Stroke is committed to the level
chunker and added to the UndoHistory.
* UndoHistory is (temporarily) stored with the level.Level so it can
survive trips to PlayScene and back, but is not stored as JSON on
disk.
* Ctrl-Z and Ctrl-Y in EditorMode for undo and redo, respectively.
* 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.
* 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.
* In WASM build, user levels and doodads are written to localStorage
using their userdir path as keys (".config/levels/test.level")
* LoadFile() and WriteFile() for both Levels and Doodads interact with
the localStorage for WASM build instead of filesystem for desktop.
* userdir.ListLevels() and ListDoodads() for WASM scan the localStorage
keys for file names.
* userdir.ResolvePath() now works for WASM (previously was dummied out),
checks for the file in localStorage.
* Use `go-bindata` to embed built-in doodads and levels directly into
the Doodle binary. `make bindata` produces the bindata source file.
* Add `FromJSON()` method to Levels and Doodads to load objects from
JSON strings in memory (for bindata built-ins or WASM ajax requests)
* Update file loading functions to check the embedded bindata files.
* pkg/config.go#EditFile:
* Supports editing a level from bindata (TODO: remove this support)
* If the "assets/levels/%(simple-name.level)" exists in bindata,
edits that drawing.
* No such support for editing built-in doodads.
* WASM has no filesystem access to edit files except built-in
levels (yet)
* pkg/doodads#ListDoodads:
* Prepends built-in doodads from bindata to the returned list.
* WASM: no filesystem access so gets only the built-ins.
* pkg/doodads#LoadFile:
* Checks built-in bindata store first for doodad files.
* WASM: tries an HTTP request if not found in bindata but can go no
further if not found (no filesystem access)
* pkg/filesystem#FindFile:
* This function finds a level/doodad by checking all the places.
* If the level or doodad exists in bindata built-in, always returns
its system path like "assets/doodads/test.doodad"
* WASM: always returns the built-in candidate path even if not found
in bindata so that ajax GET can be attempted.
* pkg/level#ListSystemLevels:
* New function that lists the system level files, similar to the
equivalent doodads function.
* Prepends the bindata built-in level files.
* WASM: only returns the built-ins (no filesystem support)
* Desktop: also lists and returns the assets/levels/ directory.
* pkg/level#LoadFile:
* Like the doodads.LoadFile, tries from built-in bindata first, then
ajax request (WASM) before accessing the filesystem (desktop)
* Menu Scene: TODO, list the built-in levels in the Load Level menu.
This feature will soon go away when WASM gets its own storage for user
levels (localStorage instead of filesystem)
Since SDL2 is using in-memory bitmaps the same as Canvas engine, the
function names of the render.Engine interface have been cleaned up:
* NewTexture(filename, image) -> StoreTexture(name, image)
Create a new cached texture with a given name.
* NewBitmap(filename) -> LoadTexture(name)
Recall a stored texture with a given name.
* level.Chunk.ToBitmap uses simpler names for the textures instead of
userdir.CacheFilename file-like paths.
* 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.
* Add RGBA color blending support in WASM build.
* Initial texture caching API for Canvas renderer engine. The WASM build
writes the chunk caches as a "data:image/png" base64 URL on the
browser's sessionStorage, for access to copy into the Canvas.
* Separated the ClickEvent from the MouseEvent (motion) in the WASM
event queue system, to allow clicking and dragging.
* Added the EscapeKey handler, which will abruptly terminate the WASM
application, same as it kills the window in the desktop build.
* Optimization fix: I discovered that if the user clicks and holds over
a single pixel when drawing a level, repeated Set() operations were
firing meaning multiple cache invalidations. Not noticeable on PC but
on WebAssembly it crippled the browser. Now if the cursor isn't moving
it doesn't do anything.
* Refactor the event system in the WASM render engine to serialize the
async JavaScript events into a channel, so that queued events are read
off serially in the main loop similar to SDL. This fixes keyboard
input issues, altho if you type really fast some input keys get lost.
* 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!)
* 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.
* Fix the EditorUI not showing the correct palette baked into the level
and only showing the default. This was tricky because the palette UI
can only be configured at setup time but not updated later.
* Add a new default palette for the Blueprint theme. Blueprint has a
dark background, so the palette colors should be bright. This palette
is chosen when you start a map with the blueprint wallpaper.
* Add a background Canvas to the MenuScene. In the "New Level" screen,
the background canvas will update to show the wallpaper settings
you've chosen as a preview of the level theme you're about to create.
* To the MenuScene add the "Load Drawing" window UI.
* Displays the user's Levels and Doodads using rows of buttons, 4
buttons per row. Clicking the button loads the EditorScene with that
filename.
* Free Version does not display the Doodads label or button on this
menu screen.
* 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.
* 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.
* On the Doodads tab is the Link button to enter the Link Tool.
* Click Link, then click the 1st doodad on the level, then click the 2nd
doodad to complete the link.
* The actors struct in the Level holds the link IDs for each actor.
* Implement the handler code for `return false` when actors are
colliding with each other and wish to act like solid walls.
* The locked doors will `return false` when they're closed and the
colliding actor does not have the matching key.
* Add arbitrary key/value storage to Actors. The colored keys will set
an actor value "key:%TITLE%" on the one who touched the key before
destroying itself. The colored doors check that key when touched to
decide whether to open.
* The trapdoor now only opens if you're touching it from the top (your
overlap box Y value is 0), but if you touch it from below and the door
is closed, it acts like a solid object.
* 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.
* Add sync.WaitGroup to some parts of the level collision detection
function and Canvas.Loop() to speed up the frame rate by load
balancing some work in parallel across multiple cores.
* Improves FPS from 30 to 55+ even for busy scenes with lots of mobile
enemies walking around.
* Before the level collision optimization, framerate would sometimes dip
to 30 FPS simply to move the player character on a completely blank
map!
* 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.
* Add animation support for Doodad actors (Play Mode) into the core
engine, so that the Doodad script can register named animations and
play them without managing all the details themselves.
* Doodad API functions on Self: AddAnimation, PlayAnimation,
StopAnimation, IsAnimating
* CLI: the `doodad convert` command will name each layer after the
filename used as the input image.
* CLI: fix the `doodad convert` command creating duplicate Palette
colors when converting a series of input images into a Doodad.
* 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.
* Build the app with -tags="shareware" to compile the free/shareware
build of the game.
* `make build-free` compiles both binaries to the bin/ folder in
shareware mode.
* The constant balance.FreeVersion is true in the shareware build and
all functionality related to the Doodad Editor UI mode is disabled
in this build mode.
* 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)
* Improve the `doodad convert` command to convert a series of input
images into multiple Frames of a Doodad:
`doodad convert frame1.png frame2.png frameN.png output.doodad`
* Add the initial round of dev-asset sprites for the default Doodads:
* Button, Button-TypeB and Sticky Button
* Red, Blue, Green and Yellow Locked Doors and Keys
* Electric Door
* Trapdoor Down
* Add dev-assets/palette.json that defines our default doodad color
palette. Eventually the JSON will be used by the `doodad` tool to give
the layers meaningful names.
The "Save As" and "Open" buttons still used an old implementation that
assumed you were talking about files only in the "./maps" folder instead
of loading them from the user's levels and doodads folders.
Now all of the menu buttons in Edit Mode intelligently open files the
same as the `edit <filename>` command from the dev console. You can omit
the file extension and it will attempt to load a Level before a Doodad
to find the first named file, or provide the full extension to be
specific.
* 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.