* 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
* 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.)
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.
* Add initial Ellipse Tool to the Editor Mode. Currently there's
something wrong with the algorithm and the ellipses have a sort of
'lemon shape' to them.
* Refactor the IterLine/IterLine2 functions to be more consistent.
IterLine used to be the raw algorithm that took a bunch of coordinate
numbers and IterLine2 took two render.Point's and was the main one
used throughout the app. Now, IterLine takes the two Points and the
raw algorithm function removed.
* 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.
* 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.