doodle/pkg/balance
Noah 1ac85c9297 Checkpoint Flag & Retry from Checkpoint
* 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.
2021-08-15 20:17:53 -07:00
..
README.md Code Layout Refactor 2019-04-09 17:35:44 -07:00
boolprops.go Gzip Compression for Levels and Doodads 2021-07-13 20:06:57 -07:00
debug.go Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
feature_flags.go WIP Publish Dialog + UI Improvements 2021-06-10 22:36:22 -07:00
flag_free.go Shareware Build Flags 2019-04-19 17:23:37 -07:00
flag_paid.go Shareware Build Flags 2019-04-19 17:23:37 -07:00
numbers.go Checkpoint Flag & Retry from Checkpoint 2021-08-15 20:17:53 -07:00
runtime.go Menu Bar Update 2020-06-04 21:55:54 -07:00
shell.go Change types int32 -> int per upstream render and ui library 2019-12-27 19:16:34 -08:00
theme.go New TabFrame Widget for Doodads and Settings 2021-07-25 21:46:55 -07:00
workarounds.go WASM Event Queue 2019-06-26 20:33:24 -07:00

README.md

balance

Constants and settings for the Doodle app.

Environment Variables

Some runtime settings can be configured in the environment. Here they are with their default values.

Most colors work with alpha channels; just provide an 8 hex character code, like #FF00FF99 for 153 ($99) on the alpha channel.

  • Application Windw Size (ints):
    • DOODLE_W=1024
    • DOODLE_H=768
  • Shell settings:
    • D_SHELL_BG=#001428C8: shell background color.
    • D_SHELL_FG=#0099FF: shell text color.
    • D_SHELL_PC=#FFFFFF: shell prompt color.
    • D_SHELL_LN=8: shell history line count (how tall the shell is in lines)
    • D_SHELL_FS=16: font size for both the shell and on-screen flashed messages.
  • Debug Colors and Hitboxes (default invisible=off):
    • DOODLE_DEBUG_ALL=false: turn on all debug colors and hitboxes to their default colors and settings.
    • DEBUG_CHUNK_COLOR=#FFFFFF: background color when caching a chunk to bitmap. Helps visualize where the chunks and caching are happening.
    • DEBUG_CANVAS_BORDER: draw a border color around every uix.Canvas widget. This effectively draws the bounds of every Doodad drawn on top of a level or inside a button and the bounds of the level space itself.
    • DEBUG_CANVAS_LABEL=false: draw a label in the corner of every Canvas with details about the Canvas.
  • Tuning constants (may not be available in production builds):
    • D_SCROLL_SPEED=8: Canvas scroll speed when using the keyboard arrows in the Editor Mode, in pixels per tick.
    • D_DOODAD_SIZE=100: Default size when creating a new Doodad.

Development booleans for unit tests (set to any non-empty value):

  • T_WALLPAPER_PNG for pkg/wallpaper to output PNG images.