Water pixels finally do something other than turn your character blue!
* When the player character is "wet" (touching water pixels, and so appearing in
a blue mask), water physics apply: gravity is slower, your jump height is
halved, but you get infinite jumps to swim higher in the water.
* Holding the jump key under water will incur a short delay between jumps, so
that you don't just fly straight up to the surface. Tap the jump button to
move up quicker, you can spam it all you want.
Azulians are also able to handle being under water:
* They'll sink to the bottom and keep walking back and forth normally.
* If you are above them and noticed, they'll jump (swim) up towards you,
aware of the water and it jumps like you do.
* The Blue Azulian has the poorest vertical aggro range so it isn't a
very good swimmer. The White Azulian is very good at navigating water
as it can pursue the player from the furthest distance of them all.
Changes to the editor:
* New brush pattern added: bubbles.png
* It's the default pattern now for the "water" color of all
of the built-in palettes instead of ink.png
* A repeating pattern of bubbles carved out showing the
level wallpaper.
* The old "Bubbles (circles.png)" is renamed "Circles"
* The last scroll position is saved with the Level file, so when you reload
the level later it's scrolled at where you left it.
* pkg/loadscreen implements a global Loading Screen for loading heavy
levels for playing or editing.
* All chunks in a level are pre-rendered to bitmap before gameplay
begins, which reduces stutter as chunks were being lazily rendered on
first appearance before.
* The loading screen can be played with in the developer console:
$ loadscreen.Show()
$ loadscreen.Hide()
Along with ShowWithProgress(), SetProgress(float64) and IsActive()
* Chunker: separate the concerns between Bitmaps an (SDL2) Textures.
* Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image)
and caches it, only re-rendering if marked as dirty.
* Chunker.Texture() will use the pre-cached bitmap if available to
immediately produce the SDL2 texture.
Other miscellaneous changes:
* Added to the Colored Pencil palette: Sandstone
* Added "perlin noise" brush pattern
Note: this commit introduces instability and crashes:
* New `asyncSetup()` functions run on a goroutine, but SDL2 texture
calls must run on the main thread.
* Chunker avoids this by caching bitmaps, not textures.
* Wallpaper though is unstable, sometimes works, sometimes has graphical
glitches, sometimes crashes the game.
* Wallpaper.Load() and the *Texture() functions are where it crashes.
* The pattern textures for level palettes have been brightened and work
better with bright colors.
* The three default palettes for new levels now have patterns applied to
each of their colors.
* Bugfix around resetting keybind states for Zoom In/Out, Scroll to
Origin and Reset Zoom Level bindings.
Palette swatches gain a new property: Pattern.
Patterns are grayscale textures that the swatch color will sample
against when drawing pixels to the level, by taking the world coordinate
modulo a value inside the texture.
A few algorithms were tried (Screen, Overlay), this branch lands on one
that tries to cast the color from grayscale which comes out rather dark;
to get a patterned color to look black while still seeing the pattern,
the color needs to be as bright as #777 to get the effect.