299 lines
10 KiB
Markdown
299 lines
10 KiB
Markdown
# Sketchy Maze
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> **Homepage:** https://www.sketchymaze.com
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Sketchy Maze is a drawing-based maze game.
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The game is themed around hand-drawn, side-scrolling platformer
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type mazes. You can draw your own levels using freehand and basic drawing tools,
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color in some fire or water, and drag in pre-made "Doodads" like buttons, keys
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and doors to add some interaction to your level.
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This is a _very_ early pre-release version of the game. Expect bugs and slowness
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but get a general gist of what the game is about.
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This alpha release of the game comes with some example levels built-in for
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playing or editing and a handful of built-in Doodads.
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See the **Guidebook** included with this game for good user-facing
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documentation or online at https://www.sketchymaze.com/guidebook
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# Features
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(Eventually), the high-level, user-facing features for the game are:
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* **Draw your own levels** freehand and then play them like a 2D platformer
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game.
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* In **Adventure Mode** you can play through a series of official example
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levels that ship with the game.
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* In **Edit Mode** you can draw a map freehand-style and lay down physical
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geometry, and mark which lines are solid or which ones behave like fire.
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* Drag and drop **Doodads** like buttons, doors and keys into your level and
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link them together so that buttons open doors and levers activate devices.
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* In **Play Mode** you can play your level as a 2D platformer game where you
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collect keys, watch out for enemies, and solve puzzles to get to the exit.
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* Easily **Share** your custom maps with friends.
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## Mod-friendly
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(Eventually) all these features will support custom content in the
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game:
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* Users can create **Custom Doodads** to extend the game with a scripting
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language like JavaScript. The sprites and animations are edited in-game
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in Edit Mode, but the scripting is done in your text editor.
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* In **Edit Mode** you can drag custom doodads into your maps.
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* To **Share** your maps, you can choose to **bundle** the custom
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doodads inside your map file itself, so that other players can play
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the map without needing to install the doodads separately.
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* If you receive a map with custom doodads, you can **install** the doodads
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into your copy of the game and use them in your own maps.
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# Keybindings
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Global Keybindings:
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```
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Escape
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Close the developer console if open, without running any commands.
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Exit the program otherwise.
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Enter
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Open and close the developer console, and run commands while the
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console is open.
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F3
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Toggle the Debug Overlay.
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F4
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Toggle debug collision hitboxes.
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```
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In Play Mode:
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```
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Cursor Keys
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Move the player around.
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"E" Key
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Edit the map you're currently playing if you came from Edit Mode.
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```
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In Edit Mode:
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```
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Cursor Keys
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Scroll the view of the map around.
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"P" Key
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Playtest the current map you're working on.
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"F" Key
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Switch to the Pencil (Freehand) Tool
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"L" Key
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Switch to the Line Tool
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"R" Key
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Switch to the Rectangle Tool
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Ctrl-Z
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Undo
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Ctrl-Y
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Redo
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```
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# Built-In Doodads
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A brief introduction to the built-in doodads available so far:
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- **Characters**
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- Blue Azulian: this is used as the player character for now. If
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dragged into a level, it doesn't do anything but is affected
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by gravity.
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- Red Azulian: an example mobile mob for now. It walks back and
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forth, changing directions only when it comes across an
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obstacle and can't proceed any further.
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- **Doors and Keys**
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- Colored Doors: these act like solid barriers until the player or
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another doodad collects the matching colored key.
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- Colored Keys: these are collectable items that allow the player or
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another doodad to open the door of matching color. Note that
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inventories are doodad-specific, so other mobs besides the
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player can steal a key before the player gets it! (For now)
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- Electric Door: this mechanical door stays closed and only
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opens when it receives a power signal from a linked button.
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- Trapdoor: this door allows one-way access, but once it's closed
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behind you, you can't pass through it from that side!
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- **Buttons**
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- Button: while pressed by a player or other doodad, the button
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emits a power signal to any doodad it is linked to. Link a button
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to an electric door, and the door will open while the button is
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pressed and close when the button is released.
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- Sticky Button: this button will stay pressed once activated and
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will not release unless it receives a power signal from another
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linked doodad. For example, one Button that links to a Sticky
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Button will release the sticky button if pressed.
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- **Switches**
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- Switch: when touched by the player or other doodad, the switch will
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toggle its state from "OFF" to "ON" or vice versa. Link it to an
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Electric Door to open/close the door. Link switches _to each other_ as
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well as to a door, and all switches will stay in sync with their ON/OFF
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state when any switch is pressed.
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- **Crumbly Floor**
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- This rocky floor will break and fall away after being stepped on.
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- **Two State Blocks**
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- Blue and orange blocks that will toggle between solid and pass-thru
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whenever the corresponding ON/OFF block is hit.
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- **Start and Exit Flags**
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- The "Go" flag lets you pick a spawn point for the player character.
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- The "Exit" flag marks the level goal.
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# Developer Console
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Press `Enter` at any time to open the developer console. The console
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provides commands and advanced functionality, and is also where cheat
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codes can be entered.
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Commands supported:
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```
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close
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Exit to the game's title screen.
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new
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Show the "New Level" screen to start editing a new map.
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save [filename]
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Save the current map in Edit Mode. The filename is required
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if the map has not been saved yet.
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edit [filename]
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Open a map or doodad in Edit Mode.
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play [filename]
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Open a map in Play Mode.
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echo <text>
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Flash a message to the console.
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alert <text>
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Test an alert box modal with a custom message.
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clear
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Clear the console output history.
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exit
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quit
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Close the developer console.
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boolProp <property> <true/false>
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Toggle certain boolean settings in the game. Most of these
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are debugging related. `boolProp list` shows the available
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props.
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eval <expression>
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$ <expression>
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Execute a line of JavaScript code in the console. Several
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of the game's core data types are available here; `d` is
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the master game struct; d.Scene is the pointer to the
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current scene. d.Scene.UI.Canvas may point to the level edit
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canvas in Editor Mode. Object.keys() can enumerate public
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functions and variables.
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repl
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Enters an interactive JavaScript shell, where the console
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stays open and pre-fills a $ prompt for subsequent commands.
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```
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The JavaScript console is a feature for advanced users and was
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used while developing the game. Cool things you can do with it
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may be documented elsewhere.
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## Cheat Codes
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The following cheats can be entered into the developer console.
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Play Mode:
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* `import antigravity`
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- This disables the effects of gravity for the player
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character. Arrow keys can freely move the player in any direction.
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* `ghost mode`
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- This disables collision detection for the player character
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so that you can pass through walls and solid doodads. Combine with
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antigravity or else you'll fall to the bottom of the map!
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* `give all keys`
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- Adds all four colored keys to the player's inventory.
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* `drop all items`
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- Clears the player's inventory of all items.
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Experimental:
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* `unleash the beast`
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- Removes the 60 FPS frame rate lock, allowing the game to run as quickly
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as your hardware permits.
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* `don't edit and drive`
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- Allows editing the level _while_ you're playing it: you can click and drag
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new pixels with the freehand pencil tool.
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* `scroll scroll scroll your boat`
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- Enables Editor Mode scrolling (with the arrow keys) while playing a level.
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The player character must always remain on screen though so you can't
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scroll too far away.
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Unsupported shell commands (here be dragons):
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* `reload`: reloads the current 'scene' within the game engine, using the
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existing scene's data. If playing a level this will start the level over.
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If editing a level this will reload the editor, but your recent unsaved
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changes _should_ be left intact.
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* `guitest`: loads the GUI Test scene within the game. This was where I
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was testing UI widgets early on; not well maintained; the `close`
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command can get you out of it.
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## Environment Variables
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To enable certain debug features or customize some aspects of the game,
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run it with environment variables like the following:
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```bash
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# Draw a semi-transparent yellow background over all level chunks
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$ DEBUG_CHUNK_COLOR=FFFF0066 ./doodle
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# Set a window size for the application
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# (equivalent to: doodle --window 1024x768)
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$ DOODLE_W=1024 DOODLE_H=768 ./doodle
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# Turn on lots of fun debug features.
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$ DEBUG_CANVAS_LABEL=1 DEBUG_CHUNK_COLOR=FFFF00AA \
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DEBUG_CANVAS_BORDER=FF0 ./doodle
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```
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Supported variables include:
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* `DOODLE_W` and `DOODLE_H` set the width and height of the application
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window. Equivalent to the `--window` command-line option.
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* `D_SCROLL_SPEED` (int): tune the canvas scrolling speed. Default might
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be around 8 or so.
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* `D_DOODAD_SIZE` (int): default size for newly created doodads
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* `D_SHELL_BG` (color): set the background color of the developer console
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* `D_SHELL_FG` (color): text color for the developer console
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* `D_SHELL_PC` (color): color for the shell prompt text
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* `D_SHELL_LN` (int): set the number of lines of output history the
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console will show. This dictates how 'tall' it rises from the bottom
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of the screen. Large values will cover the entire screen with console
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whenever the shell is open.
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* `D_SHELL_FS` (int): set the font size for the developer shell. Default
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is about 16. This also affects the size of "flashed" text that appears
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at the bottom of the screen.
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* `DEBUG_CHUNK_COLOR` (color): set a background color over each chunk
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of drawing (level or doodad). A solid color will completely block out
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the wallpaper; semitransparent is best.
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* `DEBUG_CANVAS_BORDER` (color): the game will draw an insert colored
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border around every "Canvas" widget (drawing) on the screen. The level
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itself is a Canvas and every individual Doodad or actor in the level is
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its own Canvas.
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* `DEBUG_CANVAS_LABEL` (bool): draws a text label over every Canvas
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widget on the screen, showing its name or Actor ID and some properties,
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such as Level Position (LP) and World Position (WP) of actors within
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a level. LP is their placement in the level file and WP is their
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actual position now (in case it moves).
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# Author
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Copyright (C) 2021 Noah Petherbridge. All rights reserved.
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