Convert the Chunker size to a uint8 so chunk sizes are limited to 255px. This
means that inside of a chunk, uint8's can track the relative pixel coordinates
and result in a great memory savings since all of these uint8's are currently
64-bits wide apiece.
WIP on rectangular shaped doodads:
* You can create such a doodad in the editor and draw it normally.
* It doesn't draw the right size when dragged into your level however:
- In uix.Actor.Size() it gets a rect of the doodad's square Chunker size,
instead of getting the proper doodad.Size rect.
- If you give it the doodad.Size rect, it draws the Canvas size correctly
instead of a square - the full drawing appears and in gameplay its hitbox
(assuming the same large rectangle size) works correctly in-game.
- But, the doodad has scrolling issues when it gets to the top or left edge
of the screen! This old gnarly bug has come back. For some reason square
canvas doodads draw correctly but rectangular ones have the drawing scroll
just a bit - how far it scrolls is proportional to how big the doodad is,
with the Start Flag only scrolling a few pixels before it stops.
Adds several new doodads to the game and 5 new wallpapers (parchment
paper in blue, green, red, white and yellow).
New doodads:
* Crusher: A purple block-headed mob wearing an iron helmet. It tries
to crush the player when you get underneath. Its flat helmet can be
ridden on like an elevator back up.
* Snake: A green stationary mob that always faces toward the player.
If the player is nearby and jumps, the Snake will jump too and hope
to catch the player in mid-air.
* Gems and Totems: A new key & lock collectible. Gems have quantity so
you can collect multiple, and place them into matching Totems. A
Totem gives off a power signal when its gem is placed and all other
Totems it is linked to have also been activated. A single Totem may
link to an Electric Door and require only one gem to open it, or it
can link to other Totems and they all require gems before the power
signal is sent out.
New features:
* Flood Tool for the editor. It replaces pixels of one color with another,
contiguously. Has limits on how far from the original pixel it will color,
to avoid infinite loops in case the user clicked on wide open void. The
limit when clicking an existing color is 1200px or only a 600px limit if
clicking into the void.
* Cheat code: 'master key' to play locked Story Mode levels.
Level GameRules feature added:
* A new tab in the Level Properties dialog
* Difficulty has been moved to this tab
* Survival Mode: for silver high score, longest time alive is better than
fastest time, for Azulian Tag maps. Gold high score is still based on
fastest time - find the hidden level exit without dying!
Tweaks to the Azulians' jump heights:
* Blue Azulian: 12 -> 14
* Red Azulian: 14 -> 18
* White Azulian: 16 -> 20
Bugs fixed:
* When editing your Palette to rename a color or add a new color, it wasn't
possible to draw with that color until the editor was completely unloaded
and reloaded; this is now fixed.
* Minor bugfix in Difficulty.String() for Peaceful (-1) difficulty to avoid
a negative array index.
* Try and prevent user giving the same name to multiple swatches on their
palette. Replacing the whole palette can let duplication through still.
Added a new level property: Difficulty
* An enum ranging from -1, 0, 1 (Peaceful, Normal, Hard)
* Default difficulty is Normal; pre-existing levels are Normal by
default per the zero value.
Doodad scripts can read the difficulty via the new global variable
`Level.Difficulty` and some doodads have been updated:
* Azulians: on Peaceful they ignore all player characters, and on Hard
they are in "hunt mode": infinite aggro radius and they're aggressive
to all characters.
* Bird: on Peaceful they will not dive and attack any player character.
Other spit and polish:
* New Level/Level Properties UI reworked into a magicform.
* New "PromptPre(question, answer, func)" function for prompting the
user with the developer shell, but pre-filling in an answer for them
to either post or edit.
* magicform has a PromptUser field option for simple Text/Int fields
which present as buttons, so magicform can prompt and update the
variable itself.
* Don't show the _autosave.doodad in the Doodad Dropper window.
* SDL2 builds of the game now set their app window icon.
* Create/Edit Level window is updated to show a tabbed UI to create a
new Level or a new Doodad. The dedicated main menu button to create a
new doodad (which immediately prompted for its size) is replaced by
this new tab's UI.
* Edit Drawing/Play Level window is more responsive to smaller screen
sizes by drawing fewer columns of filenames.
* Bugfix: the Alert and Confirm modals always re-center themselves on
screen, especially to adapt between Portrait or Landscape mode on a
mobile device.
- 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
Improvements to the Zoom feature:
* Actor position and size within your level scales up and down
appropriately. The canvas size of the actor is scaled and its canvas
is told the Zoom number of the parent so it will render its own
graphic scaled correctly too.
Other features:
* "Experimental" tab added to the Settings window as a UI version of the
--experimental CLI option. The option saves persistently to disk.
* The "Replace Palette" experimental feature now works better. Debating
whether it's a useful feature to even have.
The Doodad Properties window brings many features that used to be
available only in the `doodad` CLI tool into the Doodad Editor.
* In the Doodad Editor there is a new menubar item: "Doodad" which
corresponds to the "Level" menu when you're editing a level.
* The "Doodad" menu has two items:
- "Doodad Properties" (NEW)
- "Layers" (moved here from the Tools menu)
* The Doodad Properties window lets you edit the Title and Author values
of the doodad, as well as modify its Tags and manage its Script.
* Its script can be attached (browse for .js file on disk), its existing
script saved back to disk (dev shell prompt) or deleted altogether
from the doodad.
* You can create, modify, and delete Tags on the doodad.
Other changes:
* In the Level Editor, the "Level->Page Settings" menu is renamed to
"Level->Level Properties" to match with "Doodad->Doodad Properties"
and the pop-up window is retitled accordingly.
* The Exit Flag only exits if the Player touches it - not just any
mobile doodad!
* You can now browse for a custom wallpaper image to use with your
levels. A platform-native file picker dialog is used (no WASM support)
* In the New/Edit Level Properties dialog, the Wallpaper drop-down
includes an option to browse for a custom map.
* When editing an existing level: the wallpaper takes effect immediately
in your level once the file is picked. For NEW levels, the wallpaper
will appear once the "Continue" button is pressed.
* All common image types supported: png, jpeg, gif.
* The wallpaper is embedded in the level using the filepath
"assets/wallpapers/custom.b64img" as a Base64-encoded blob of the
image data.
* The `doodad show` command will list the names and sizes of files
embedded in levels. `doodad show --attachment <name>` will get an
attachment and print it to the console window.
* To extract a wallpaper image from a level:
`doodad show -a assets/wallpapers/custom.b64img | base64 -d > out.png`
* Replace the radio buttons for Page Type and Wallpaper with the new
SelectBox widgets from the UI toolkit.
* Choice of default palette also switched from a MenuButton to
a SelectBox widget.
* Experimental "Browse..." option added to the Wallpaper drop-down when
run in --experimental mode; not yet functional.
* In the "New Level" dialog, a "Palette:" option shows a MenuButton
drop-down with options: Default, Colored Pencil, and Blueprint. These
control the set of colors the new level starts with.
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"
* Start the program window maximized with the `-w maximized` CLI option.
* Move the Doodad Palette off the right-side dock of the Editor Scene and
into its own pop-up window: the DoodadDropper.
* Shrink the width of the Color Palette panel and show only the colors in
the buttons. The name of the swatch is available in the mouse-over tooltip.
* Added an "Edit" button to the Color Palette. It opens a Palette Editor
window where you can rename, change colors and attributes of existing colors
OR insert new colors into your palette. (Deleting colors not yet supported).
* level.Chunker gets a Redraw method: invalidates all cached textures of all
chunks forcing the level to redraw itself, possibly with an updated palette.
* With the Window Manager update you can open the Level Settings window
while editing a level, to change its wallpaper or page type. But you
could "draw" in the level "through" the opened window. This bug is now
fixed: if the cursor is on top of a managed UI window, the Canvas loop
is not called.
* 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