Updates the savegame.json file format:
* Levels now have a UUID value assigned at first save.
* The savegame.json will now track level completion/score based on UUID,
making it robust to filename changes in either levels or levelpacks.
* The savegame file is auto-migrated on startup - for any levels not
found or have no UUID, no change is made, it's backwards compatible.
* Level Properties window adds an "Advanced" tab to show/re-roll UUID.
New JavaScript API for doodad scripts:
* `Actors.CameraFollowPlayer()` tells the camera to return focus to the
player character. Useful for "cutscene" doodads that freeze the player,
call `Self.CameraFollowMe()` and do a thing before unfreezing and sending the
camera back to the player. (Or it will follow them at their next directional
input control).
* `Self.MoveBy(Point(x, y int))` to move the current actor a bit.
New option for the `doodad` command-line tool:
* `doodad resave <.level or .doodad>` will load and re-save a drawing, to
migrate it to the newest file format versions.
Small tweaks:
* On bounded levels, allow the camera to still follow the player if the player
finds themselves WELL far out of bounds (40 pixels margin). So on bounded
levels you can create "interior rooms" out-of-bounds to Warp Door into.
* New wallpaper: "Atmosphere" has a black starscape pattern that fades into a
solid blue atmosphere.
* Camera strictly follows the player the first 20 ticks, not 60 of level start
* If player is frozen, directional inputs do not take the camera focus back.
* New built-in wallpaper: "Dotted paper (dark)" is a dark-themed wallpaper.
* New built-in palette: "Neon Bright" with bright colors for dark levels.
* New cheat: "warp whistle" to automatically win the level.
* In case the user has a VERY LARGE screen resolution bigger than the full
bounds of a Bounded level, the Play Scene will cap the size and center
the level canvas onto the window. This is preferable to being able to see
beyond the level's boundaries and hitting an invisible wall in-game.
* Make the titlescreen Lazy Scroll work on unbounded levels. It can't bounce
off scroll boundaries but it will reverse course if it reaches the level's
furthest limits.
* Bugfix: characters' white eyes were transparent in-game. Multiple culprits
from the `doodad convert` tool defaulting the chroma key to white, to the
SDL2 textures considering white to be transparent. For the latter, the game
offsets the color by -1 blue.
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.
Implement the Wallpaper system into the levels and the concept of
Bounded and Unbounded levels.
The first wallpaper image is notepad.png which looks like standard ruled
notebook paper. On bounded levels, the top/left edges of the page look
as you would expect and the blue lines tile indefinitely in the positive
directions. On unbounded levels, you only get the repeating blue lines
but not the edge pieces.
A wallpaper is just a rectangular image file. The image is divided into
four equal quadrants to be the Corner, Top, Left and Repeat textures for
the wallpaper. The Repeat texture is ALWAYS used and fills all the empty
space behind the drawing. (Doodads draw with blank canvases as before
because only levels have wallpapers!)
Levels have four options of a "Page Type":
- Unbounded (default, infinite space)
- NoNegativeSpace (has a top left edge but can grow infinitely)
- Bounded (has a top left edge and bounded size)
- Bordered (bounded with bordered texture; NOT IMPLEMENTED!)
The scrollable viewport of a Canvas will respect the wallpaper and page
type settings of a Level loaded into it. That is, if the level has a top
left edge (not Unbounded) you can NOT scroll to see negative coordinates
below (0,0) -- and if the level has a max dimension set, you can't
scroll to see pixels outside those dimensions.
The Canvas property NoLimitScroll=true will override the scroll locking
and let you see outside the bounds, for debugging.
- Default map settings for New Level are now:
- Page Type: NoNegativeSpace
- Wallpaper: notepad.png (default)
- MaxWidth: 2550 (8.5" * 300 ppi)
- MaxHeight: 3300 ( 11" * 300 ppi)