* The F4 key to draw collision boxes works reliably again: it draws the
player's hitbox in world-space using the canvas.DrawStrokes()
function, rather than in screen-space so it follows the player
reliably.
* The F4 key also draws hitboxes for ALL other actors in the level:
buttons, enemies, doors, etc.
* The level geometry collision function is updated to respect a doodad's
declared Hitbox from their script, which may result in a smaller box
than their raw Canvas size. The result is tighter collision between
doodads, and Boy's sprite is rather narrow for its square Canvas so
collision on rightward geometry is tighter for the player character.
* Collision checks between actors also respect the actor's declared
hitboxes now, allowing for Boy to get even closer to a locked door
before being blocked.
New doodad interactions:
* Sticky Buttons will emit a "sticky:down" event to linked doodads, with
a boolean value showing the Sticky Button's state.
* Normal Buttons will listen for "sticky:down" -- when a linked Sticky
Button is pressed, the normal Button presses in as well, and stays
pressed while the sticky:down signal is true.
* When the Sticky Button is released (e.g. because it received power
from another doodad), any linked buttons which were sticky:down
release as well.
* Switch doodads emit a new "switch:toggle" event JUST BEFORE sending
the "power" event. Sensitive Doodads can listen for switches in
particular this way.
* The Electric Door listens for switch:toggle; if a Switch is activated,
the Electric Door always flips its current state (open to close, or
vice versa) and ignores the immediately following power event. This
allows doors to toggle on/off regardless of sync with a Switch.
Other changes:
* When the player character dies by fire, instead of the message saying
"Watch out for fire!" it will use the name of the fire swatch that
hurt the player. This way levels could make it say "Watch out for
spikes!" or "lava" or whatever they want. The "Fire" attribute now
just means "instantly kills the player."
* Level Editor: You can now edit the Title and Author name of your level
in the Page Settings window.
* Bugfix: only the player character ends the game by dying in fire.
Other mobile doodads just turn dark but don't end the game.
* Increase the size of Trapdoor doodad sprites by 150% as they were a
bit small for the player character.
* Rename the game from "Project: Doodle" to "Sketchy Maze"
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a
collision event doing so.
* Warp Doors are now functional: the player opens a door, disappears,
the door closes; player is teleported to the linked door which opens,
appears the player and closes.
* If the player exits thru a Blue or Orange door which is disabled
(dotted outline), the door still opens and drops the player off but
returns to a Disabled state, acting as a one-way door.
* Clean up several debug log lines from Doodle and doodad scripts.
* pkg/keybinds holds central functions to check global keybinds, like
DebugOverlay (F3), Undo (Ctrl-Z), GotoPlay/GotoEdit (p/e), etc.
* The Tools menu in the editor mode lists out more options to select
various drawing tools (line, pencil, etc.) - and showing the hotkey
for each tool.
* Added initial walking sprites for the player character, "Boy."
* Player doodad filename and title screen level are now configurable in
the balance/numbers.go package.
* 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
* Player character now experiences acceleration and friction when
walking around the map!
* Actor position and movement had to be converted from int's
(render.Point) to float64's to support fine-grained acceleration
steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
for render.Point. Vector is used for uix.Actor.Position() for the sake
of movement math. Vector is flattened back to a render.Point for
collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
can have a Position that's a Vector instead of a Point). This broke
some code that expected `.Doodad` to directly reference the
Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
collision, where it uses its own slimmer Actor interface for just the
relevant methods it needs.
* Added an inventory system for actors as a replacement to the arbitrary
key/value data store. Colored keys now add themselves to the player's
inventory, and colored doors check the inventory.
* Inventory is a map[string]int between doodad filenames
(red-key.doodad) and quantity (0 for key items/unlimited qty).
* API methods to add and remove inventory.
* Items HUD appears in Play Mode in lower-left corner showing doodad
sprites of all the items in the Player's inventory.
* Update code for recent changes in UI toolkit around event handlers for
buttons.
* Add tooltips to various buttons in the Editor Mode. The left toolbar
shows the names of each tool, the Doodad Palette shows the title of
each doodad and the Color Palette shows the swatch attributes (solid,
fire, water, etc.)
* Recent collision update caused a regression where the player would get
"stuck" while standing on top of a solid doodad, unable to walk left
or right.
* When deciding if the actor is on top of a doodad, use the doodad's
Hitbox (if available) instead of the bounding box. This fixes the
upside-down trapdoor acting solid when landed on from the top, since
its Hitbox Y coordinate is not the same as the top of its sprite.
* Cheats: when using the noclip cheat in Play Mode, you can hold down
the Shift key while moving to only move one pixel at a time.
* Fix the level collision bug that allowed clipping thru a ceiling while
climbing up a wall.
* Fix the scrolling behavior to keep the character on-screen no matter
how fast the character is moving, especially downwards.
* Increase player speed and gravity.
* New cheat: "ghost mode" disables clipping for the player character.
* Mark an actor as "grounded" if they fall and are stopped by the lower
level border, so they may jump again.
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.
* 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.
* 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.
* 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.
* 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)
* 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.
* 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.
* 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 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.
* 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)
* 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.
Fixes:
* Move the call to CollidesWithGrid() inside the Canvas instead of
outside in the PlayScene.movePlayer() so it can apply to all Actors
in motion.
* PlayScene.movePlayer() in turn just sets the player's Velocity so the
Canvas.Loop() can move the actor itself.
* When keeping the player inside the level boundaries: previously it was
assuming the player Position was relative to the window, and was
checking the WorldIndexAt and getting wrong results.
* Canvas scrolling (loopFollowActor): check that the actor is getting
close to the screen edge using the Viewport into the world, NOT the
screen-relative coordinates of the Canvas bounding boxes.
* Scenes can insert custom key/value labels to the debug overlay and
track string variables in real time
* Added ability to unthrottle FPS in main loop