* 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.
* 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 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.
* 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.
* 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.
* 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 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.
* 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.
* 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.