* Doodad outline while dragging is now sized properly for the zoom level
* Make doodad hitboxes for Actor/Link Tool more accurate while zoomed
* Fix chunks low on the level not loading while zoomed in
* Fix Link lines drawn between doodads while zoomed - they point to the
correct position and their DrawLine calls have been optimized so they
don't lag out the level when lots of them are drawn at once.
* When the Actor Tool or Link Tool is active, mouse-over hitboxes on the
level's actors now works correctly while zoomed and scrolling in the
level.
* Regression: Level chunks don't appear outside a certain range from
origin while zoomed in.
* Regression: Actors don't draw their sprite while zoomed in, but do
when zoomed out.
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.
Progress on the Zoom feature: when you zoom in and out, you can draw
shapes accurately onto the level. Seems a little buggy if you edit
while scrolling (as in drawing a very long line).
The title screen buttons are now more colorful.
A new property is added to the Doodad struct: Hitbox (Rect).
The uix.Actor for Play Mode will defer to the Doodad.Hitbox until the
JavaScript has manually set its own via Self.SetHitbox(). So in effect,
scripts no longer need to worry about their hitbox! The one assigned to
the Doodad will be the default.
Scripts can check if their hitbox is zero before setting a default:
if (Self.Hitbox().IsZero()) {
var size = Self.Size() // get doodad canvas size
Self.SetHitbox(0, 0, size, size) // the full square
}
The built-in generic doodad scripts have made this change, so that your
simple doodad can have a custom hitbox defined easily using in-game
tools.
Other changes:
* New script: Generic Collectible Item. Selecting it will add a
"quantity" tag to your doodad, to easily configure the script.
* JavaScript API: "Self.Hitbox()" returns your doodad's current hitbox.
You can check "Self.Hitbox.IsZero()" to check if it's empty.
In the Doodad Properties window, instead of browsing to select a .js
file to install your script, a SelectBox of built-in generic scripts are
available. These scripts implement simple behaviors and adapt to the
full canvas size of the doodad.
Built-in scripts so far include:
* generic-anvil.js: behaves just like the Anvil.
* generic-fire.js: the entire canvas hitbox acts like fire pixels,
"burning" mobile doodads and failing the level for the player.
* generic-solid.js: the entire canvas hitbox acts solid
* New Doodad: Checkpoint Flag. They update the player's spawn point
whenever the player passes one. The most recently activated
checkpoint is rendered brighter than the others.
* End Level Modal: the fake alert box window drawn by the Play Mode
is replaced with a fancy modal widget (similar to Alert and Confirm).
It handles level victory or failure conditions and can show or hide
all the buttons as needed.
* Gameplay: There is a "Retry from Checkpoint" option added, which
appears in the level failure modal. It will teleport you back to
the Start Flag or the last Checkpoint Flag you had touched, without
resetting the level -- your keys, unlocked doors, etc. will be
preserved so you can retry.
* Set a maximum speed on the "Camera Follows Actor" logic of 64
pixels per tick. This results in a smoother scrolling transition
when the player jumps to a new location on the map, such as by
a Warp Door.
* Update the default color palettes:
* All: Add a "hint" magenta color.
* Colored Pencil: Add a "darkstone" solid color.
Updates to the Doodads JavaScript API:
* SetCheckpoint(Point(x, y)): set the player character's spawn
position. Giving it Self.Position() is an easy way to set the
player spawn to your doodad's location.
New feature: link a Start Flag to another doodad in your level
and you will play as that doodad instead of Boy. All Creatures
are designed to be playable. Playing as "other" doodads leads
to interesting effects, like not being able to activate buttons,
switches, or warp doors and not having an inventory to pick up
keys. The Anvil is fun: it can destroy other mobile doodads by
jumping on them.
If the actor does not specify that it has gravity, the gameplay
starts in antigravity mode. This will be the vast majority of
non-mobile doodads and the Bird.
Other changes:
* The Blue and Red Azulians now share a doodad script.
* The Azulians AI is still to walk back and forth, pickup keys and
press buttons. The Blue Azulian walks slower than the red one.
* The Blue Azulian is no longer hidden from the doodads list.
* Actor UUID values in levels are now V1 UUIDs (time-ordered).
This will help to reliably resolve conflicts in draw order
of overlapping doodads (newest added to level wins).
* Link Tool: clicking on a pair of already-linked doodads will
now unlink them, so you don't have to delete one to delete
the link.
* Actor Tool: deleting an actor immediately calls PruneLinks()
to clean up any links that the deleted doodad might have.
This commit adds the Thief character with starter graphics
(no animations).
The Thief walks back and forth and will steal items from other
doodads, including the player. For singleton items that have no
quantity, like the Colored Keys, the Thief will only steal one
if he does not already have it. Quantitied items like the
Small Key are always stolen.
Flexibility in the playable character is introduced: Boy,
Azulian, Bird, and Thief all respond to playable controls.
There is not currently a method to enable these apart from
modifying balance.PlayerCharacterDoodad at compile time.
New and Changed Doodads
* Thief: new doodad that walks back and forth and will steal
items from other characters inventory.
* Bird: has no inventory and cannot pick up items, unless player
controlled. Its hitbox has also been fixed so it collides with
floors correctly - not something normally seen in the Bird.
* Boy: opts in to have inventory.
* Keys (all): only gives themselves to actors having inventories.
JavaScript API - New functions available
* Self.IsPlayer() - returns if the current actor IS the player.
* Self.SetInventory(bool) - doodads must opt-in to having an
inventory. Keys should only give themselves to doodads having
an inventory.
* Self.HasInventory() bool
* Self.AddItem(filename, qty)
* Self.RemoveItem(filename, qty)
* Self.HasItem(filename)
* Self.Inventory() - returns map[string]int
* Self.ClearInventory()
* Self.OnLeave(func(e)) now receives a CollideEvent as parameter
instead of the useless actor ID. Notably, e.Actor is the
leaving actor and e.Settled is always true.
Other Changes
* Play Mode: if playing as a character which doesn't obey gravity,
such as the bird, antigravity controls are enabled by default.
If you `import antigravity` you can turn gravity back on.
* Doodad collision scripts are no longer run in parallel
goroutines. It made the Thief's job difficult trying to steal
items in many threads simultaneously!
* The Anvil doodad is affected by gravity and becomes dangerous when
falling. If it lands on the player character, you die! If it lands on
any other mobile doodad, it destroys it! It can land on solid doodads
such as the Electric Trapdoor and the Crumbly Floor. It will activate
a Crumbly Floor if it lands on one, and can activate buttons and
switches that it passes.
* JavaScript API: FailLevel(message) can be called from a doodad to kill
the player character. The Anvil does this if it collides with the
player while it's been falling.
* New doodad: Electric Trapdoor. It is a horizontal version of the
Electric Door. Opens while powered by a button or a switch and closes
when it loses power.
* The Box doodad will reset to its original location if it receives a
power signal from a linked Button or Switch. So for box pushing
puzzles you can add a reset button in case the boxes get stuck.
* Refactored the Doodad build scripts into many Makefiles for easier
iteration (don't need to compile ALL doodads to test one).
Updates to the JavaScript API for doodads:
* Self.MoveTo(Point) is now available to set the actor's position in
world coordinates.
* The loading screen for Edit and Play modes is stable and the risk of
game crash is removed. The root cause was the setupAsync() functions
running on a background goroutine, and running SDL2 draw functions
while NOT on the main thread, which causes problems.
* The fix is all SDL2 Texture draws become lazy loaded: when the main
thread is presenting, any Wallpaper or ui.Image that has no texture
yet gets one created at that time from the cached image.Image.
* All internal game logic then uses image.Image types, to cache bitmaps
of Level Chunks, Wallpaper images, Sprite icons, etc. and the game is
free to prepare these asynchronously; only the main thread ever
Presents and the SDL2 textures initialize on first appearance.
* Several functions had arguments cleaned up: Canvas.LoadLevel() does
not need the render.Engine as (e.g. wallpaper) textures don't render
at that stage.
* Holding Shift while pressing arrow keys in the editor will scroll by
just 1 pixel per tick to aid in precise debugging with the Zoom In/Out
feature.
* The keybinds used in canvas_editable.go to catch the arrow keys are
updated to use our nice keybind package. As a consequence, the WASD
keys will also scroll the level.
* The "d for Doodads" keybind is renamed "q" so as not to open the
Doodads window whenever scrolling right using the WASD keys.
WorldIndexAt() translates the pixel below the mouse cursor in screen
space (0,0 at top-left corner of the application window) into a world
coordinate in the level shown inside the canvas, taking into account the
canvas's position on the window and the scroll position.
It now translates correctly when zoom In or Out, so the "Abs:" mouse
position level in the status bar shows correctly.
Zoom features that are still jank:
- Scrolling while zoomed in, the chunks to the top/left start unloading
too rapidly and outpacing the scroll, eventually level is invisible
- Drawing and committing pixels to the image while zoomed in/out is
unpredictable where the pixels actually land.
- Actors in the level don't move or zoom at all.
* Got the level chunks AND the wallpaper to both scale UP and DOWN
consistently together.
* Trying to draw new pixels while zoomed in/out ends up offsetting the
pixels by 2X still. Still seems an issue between screen coordinates
and world coordinates. Zoom in 2X and try and draw a line 64px from
the corners of the screen? The committed line appropriately lands at
the 64px coord on the level data but, zoomed in, it appears 2X to the
right on the screen from where I dropped the cursor!
* When zooming OUT, the limit on number of chunks the viewport will try
and render is not increased, leaving dead space in the screen; more
chunks should render when there's room.
* Instead of a simple "cur. ver != latest ver" check, parse the Major,
Minor and Patch components and do a detailed check.
* So a x.x.1 release could be made for a specific platform that had a
bad build, and it won't mind when it sees the latest version is the
older x.x.0 build that other platforms had working fine.
* Free (shareware) versions of the game will not be able to Publish
Levels (attach custom doodads to the level file) and they will not be
able to load a level which relies on embedded doodads.
* The UI for the Publish Level window is still available, but clicking
on the confirm button will just open the Register (License) window.
* When loading a level containing embedded doodads: if some can't load
because they're embedded and you're using the free version of the
game, the error message is customized to reflect that.
* The scrollbox by which the game follows the player character has been
revised, it is now an offset away from the window's center instead of
fixed pixel distances from the window's edges.
* Mobile form-factor (Pinephone) now scrolls OK instead of jerking back
and forth rapidly when moving left.
* The Publisher is all hooked up. No native Save File dialogs yet, so
uses the dev shell Prompt() to ask for output filename.
* Custom-only or builtin doodads too can be stored in the level's file
data, at "assets/doodads/*.doodad"
* When loading the embedded level in the Editor: it gets its custom
doodads out of its file, and you can drag and drop them elsehwere,
link them, Play Mode can use them, etc. but they won't appear in the
Doodad Dropper if they are not installed in your local doodads
directory.
* Fleshed out serialization API for the Doodad files:
- LoadFromEmbeddable() looks to load a doodad from embeddable file
data in addition to the usual places.
- Serialize() returns the doodad in bytes, for easy access to embed
into level data.
- Deserialize() to parse and return from bytes.
* When loading a level that references doodads not found in its embedded
data or the filesystem: an Alert modal appears listing the missing
doodads. The rest of the level loads fine, but the actors referenced
by these doodads don't load.
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.
* 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`
* The F4 key to draw collision boxes works reliably again: it draws the
player's hitbox in world-space using the canvas.DrawStrokes()
function, rather than in screen-space so it follows the player
reliably.
* The F4 key also draws hitboxes for ALL other actors in the level:
buttons, enemies, doors, etc.
* The level geometry collision function is updated to respect a doodad's
declared Hitbox from their script, which may result in a smaller box
than their raw Canvas size. The result is tighter collision between
doodads, and Boy's sprite is rather narrow for its square Canvas so
collision on rightward geometry is tighter for the player character.
* Collision checks between actors also respect the actor's declared
hitboxes now, allowing for Boy to get even closer to a locked door
before being blocked.
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"
* The crumbly floor doodad was made 50% larger.
* New doodad: Small Key and Small Key Door. These work like the colored
doors and locks except each Small Key is consumed when it unlocks a
door. The door's appearance is of iron bars.
* The inventory HUD displays a small quantity label in the lower-right
corner of items that have a quantity, such as the Small Key. This is
done as a Canvas.CornerLabel string attribute on uix.Canvas.
* The "give all keys" cheat adds 99 Small Keys to your inventory.
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a
collision event doing so.
* Warp Doors are now functional: the player opens a door, disappears,
the door closes; player is teleported to the linked door which opens,
appears the player and closes.
* If the player exits thru a Blue or Orange door which is disabled
(dotted outline), the door still opens and drops the player off but
returns to a Disabled state, acting as a one-way door.
* Clean up several debug log lines from Doodle and doodad scripts.
* The blue and orange ON/OFF state blocks have all been increased in
size to better match the player character (42x42 up from 33x33)
* Added a new mob: the Red Bird. It flies back and forth while
maintaining its altitude, similar to the Red Azulian. Planned AI
behavior is to divebomb the player when it gets close. Dive sprites
are included but not yet hooked up in JavaScript.
* Warp Doors! (WIP). They have a golden "W" on them and come in three
varieties: Brown, Blue and Orange. The blue and orange ones are
sensitive to the State Block and will become dotted outlines when
inactive (and can not be entered in this state). The door opens for
the player character, makes him disappear, then closes again. The plan
is it will then warp you to the location of a linked Warp Door
elsewhere on the level, but for now it will just make the player
re-appear after completing the Close Door animation.
* Added Feature Flag support, run doodle with --experimental to enable
all flags. Eraser Tool is behind a feature flag now.
* + and - on the top row of keyboard keys will zoom the drawing in and
out in Edit Mode. The wallpaper zooms nicely enough, but level
chunkers need work.
* A View menu is added with Zoom in/out, reset zoom, and scroll to
origin options. The whole menu is behind the Zoom feature flag.
* Update README with lots of details for fun debug mode options to play
around with.
* When editing a doodad in the Editor Mode, the toolbar has a "Lyr."
button that opens the Layers window.
* The Layers window allows switching the active doodad layer that you
are drawing on, as well as create and rename layers.
* With this feature, Doodads may be fully drawn in-game, including
adding alternate named layers for animations and multiple-state
doodads.
* Update the Pager component to have a configurable MaxPageButtons.
Controls that have more pages than this limit will stop having buttons
drawn after the limit. The "Forward" and "Next" buttons can still
navigate into the extra pages.
* Refactored and centralized the various popup windows in Editor Mode
into editor_ui_popups.go; the SetupPopups() and various methods such
as ShowPaletteWindow() and ShowDoodadDropper() make management of
popups simple for the editor_ui!
* The Menu Bar in Editor Mode now has context-specific tools in the
Tools menu: the Doodad Dropper for levels and Layers for doodads.
* Bugfix the Palette Editor window to work equally between Levels and
Doodads, by only having it care about the Palette and not the Level
that owns it.
* Adds global modal support in the pkg/modal/ package. It has easy
Alert() and Confirm() methods to prompt the user before calling a
callback function on affirmative response.
* Modals have global app state: they're processed in the main loop in
pkg/doodle.go similar to the global command shell.
* When a modal is active, a semitransparent black frame covers the
screen (gameplay loop paused, last game frame rendered below) and the
modal window appears on top.
* The developer console retains higher priority than the modal system
and always renders on top.
* Editor Mode: track when the level pixels have been modified, and
confirm the user about unsaved changes when they attempt to close the
level (New, Open, Close, etc.)
* Global: the Escape key no longer immediately shuts down the game, but
will confirm the user's intent via a modal.
* File->Quit in the Editor Mode also invokes the confirm shutdown modal.
* 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.
* Tightens up the surface area of API methods available to the
JavaScript VMs for doodads. Variables and functions are carefully
passed in one-by-one so the doodad script can only access intended
functions and not snoop on undocumented APIs.
* Wrote tons of user documentation for Doodad Scripts: documented the
full surface area of the exposed JavaScript API now that the surface
area is known and limited.
* Early WIP code for the Campaign JSON
* 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
* Player character now experiences acceleration and friction when
walking around the map!
* Actor position and movement had to be converted from int's
(render.Point) to float64's to support fine-grained acceleration
steps.
* Added "physics" package and physics.Vector to be a float64 counterpart
for render.Point. Vector is used for uix.Actor.Position() for the sake
of movement math. Vector is flattened back to a render.Point for
collision purposes, since the levels and hitboxes are pixel-bound.
* Refactor the uix.Actor to no longer extend the doodads.Drawing (so it
can have a Position that's a Vector instead of a Point). This broke
some code that expected `.Doodad` to directly reference the
Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which
was ugly. Added convenience method .Doodad() for a shortcut.
* Moved functions like GetBoundingRect() from doodads package to
collision, where it uses its own slimmer Actor interface for just the
relevant methods it needs.
* Added an inventory system for actors as a replacement to the arbitrary
key/value data store. Colored keys now add themselves to the player's
inventory, and colored doors check the inventory.
* Inventory is a map[string]int between doodad filenames
(red-key.doodad) and quantity (0 for key items/unlimited qty).
* API methods to add and remove inventory.
* Items HUD appears in Play Mode in lower-left corner showing doodad
sprites of all the items in the Player's inventory.
* Recent collision update caused a regression where the player would get
"stuck" while standing on top of a solid doodad, unable to walk left
or right.
* When deciding if the actor is on top of a doodad, use the doodad's
Hitbox (if available) instead of the bounding box. This fixes the
upside-down trapdoor acting solid when landed on from the top, since
its Hitbox Y coordinate is not the same as the top of its sprite.
* Cheats: when using the noclip cheat in Play Mode, you can hold down
the Shift key while moving to only move one pixel at a time.
* Fix the level collision bug that allowed clipping thru a ceiling while
climbing up a wall.
* Fix the scrolling behavior to keep the character on-screen no matter
how fast the character is moving, especially downwards.
* Increase player speed and gravity.
* New cheat: "ghost mode" disables clipping for the player character.
* Mark an actor as "grounded" if they fall and are stopped by the lower
level border, so they may jump again.
* Two-state Buttons now also subscribe to the state change message, so
other on/off buttons in the same level update to match the state of
the button that was hit.
* Add lock mutexes around the scripting engine to protect from
concurrent event handlers.
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.
* Improve the collision detection algorithm so that Actor OnCollide
scripts get called more often WHILE an actor is moving, to prevent a
fast-moving actor from zipping right through the "solid" hitbox and
not giving the subject actor time to protest the movement.
* It's implemented by adding a `Settled` boolean to the OnCollide event
object. When the game is testing out movement, Settled=false to give
the actor a chance to say "I'm solid!" and have the moving party be
stopped early.
* After all this is done, for any pair of actors still with overlapping
hitboxes, OnCollide is called one last time with Settled=true. This is
when the actor should run its actions (like publishing messages to
other actors, changing state as in a trapdoor, etc.)
* The new collision detection algorithm works as follows:
* Stage 1 is the same as before, all mobile actors are moved and
tested against level geometry. They record their Original and New
position during this phase.
* Stage 2 is where we re-run that movement but ping actors being
intersected each step of the way. We trace the steps between
Original and New position, test OnCollide handler, and if it returns
false we move the mobile actor to the Last Good Position along the
trace.
* Stage 3 we run the final OnCollide(Settled=true) to let actors run
actions they wanted to for their collide handler, WITHOUT spamming
those actions during Stage 2.
* This should now allow for tweaking of gravity speed and player speed
without breaking all actor collision checking.
* 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.
* The `doodad` CLI tool got a lot of new commands:
* `doodad show` to verbosely print details about Levels and Doodads.
* `edit-level` and `edit-doodad` to update details about Levels and
Doodads, such as their Title, Author, page type and size, etc.
* Doodads gain a `Hidden bool` that hides them from the palette in
Editor Mode. The player character (Blue Azulian) is Hidden.
* Add some boolProps to the balance/ package and made a dynamic system
to easily configure these with the in-game dev console.
* Command: `boolProp list` returns available balance.boolProps
* `boolProp <name>` returns the current value.
* `boolProp <name> <true or false>` sets the value.
* The new boolProps are:
* showAllDoodads: enable Hidden doodads on the palette UI (NOTE:
reload the editor to take effect)
* writeLockOverride: edit files that are write locked anyway
* prettyJSON: pretty-format the JSON files saved by the game.