Noah Petherbridge
cfe26cb964
* Create a configuration directory to store the user's local levels and doodads. On Linux this is at ~/.config/doodle * Unify the file loading and saving functions: you can type into the console "edit example" and it will open `example.level` from your levels folder or else `example.doodad` from the doodads folder, in the appropriate mode. * You can further specify the file extension: `edit example.doodad` and it will load it from the doodads folder only. * Any slash characters in a file name are taken literally as a relative or absolute path. * The UI Save/Load buttons now share the same code path as the console commands, so the `save` command always saves as a Doodad when the EditorScene is in Doodad Mode.
216 lines
7.7 KiB
Markdown
216 lines
7.7 KiB
Markdown
# Doodle
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Doodle is a drawing-based maze game written in Go.
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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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* 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 console
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is open.
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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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```
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In Edit Mode:
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```
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F12
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Take a screenshot (generate a PNG based on level data)
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```
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## Developer Console
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Press `Enter` at any time to open the developer console.
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Commands supported:
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```
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new
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Create a new map in Edit Mode.
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save [filename.json]
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Save the current map in Edit Mode. The filename is required if the map has
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not been saved yet.
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edit [filename.json]
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Open a map in Edit Mode.
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play [filename.json]
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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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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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```
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# Milestones
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As a rough idea of the milestones needed for this game to work:
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## SDL Paint Program
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* [x] Create a basic SDL window that you can click on to color pixels.
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* [x] Connect the pixels while the mouse is down to cover gaps.
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* [x] Implement a "screenshot" button that translates the canvas to a PNG
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image on disk.
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* `F12` key to take a screenshot of your drawing.
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* It reproduces a PNG image using its in-memory knowledge of the pixels you
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have drawn, *not* by reading the SDL canvas. This will be important for
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making the custom level format later.
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* The PNG I draw looks slightly different to what you see on the SDL canvas;
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maybe difference between `Renderer.DrawLine()` and my own algorithm or
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the anti-aliasing.
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* [x] Create a custom map file format (protobufs maybe) and "screenshot" the
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canvas into this custom file format.
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* [x] Make the program able to read this file format and reproduce the same
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pixels on the canvas.
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* [x] Abstract away SDL logic into a small corner so it can be replaced with
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OpenGL or something later on.
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* [x] Implement a command line shell in-game to ease development before a user
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interface is created.
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* [x] Add support for the shell to pop itself open and ask the user for
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input prompts.
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## Alpha Platformer
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* [x] Inflate the pixel history from the map file into a full lookup grid
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of `(X,Y)` coordinates. This will be useful for collision detection.
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* [x] Create a dummy player character sprite, probably just a
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`render.Circle()`. In **Play Mode** run collision checks and gravity on
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the player sprite.
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* [x] Create the concept of the Doodad and make the player character
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implement one.
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* [x] Get basic movement and collision working. With a cleanup this can
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make a workable **ALPHA RELEASE**
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* [x] Ability to move laterally along the ground.
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* [x] Ability to walk up reasonable size slopes but be stopped when
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running against a steeper wall.
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* [x] Basic gravity
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## UI Overhaul
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* [x] Create a user interface toolkit which will be TREMENDOUSLY helpful
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for the rest of this program.
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* [x] Labels
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* [x] Buttons (text only is OK)
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* [x] Buttons wrap their Label and dynamically compute their size based
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on how wide the label will render, plus padding and border.
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* [x] Border colors and widths and paddings are all configurable.
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* [x] Buttons should interact with the cursor and be hoverable and
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clickable.
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* [x] UI Manager that will keep track of buttons to know when the mouse
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is interacting with them.
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* [x] Frames
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* Like Buttons, can have border (raised, sunken or solid), padding and
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background color.
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* [x] Should be able to size themselves dynamically based on child widgets.
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* [x] Windows (fixed, non-draggable is OK)
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* [x] Title bar with label
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* [x] Window body implements a Frame that contains child widgets.
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* [x] Window can resize itself dynamically based on the Frame.
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* [x] Create a "Main Menu" scene with buttons to enter a new Edit Mode,
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play an existing map from disk, etc.
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* [x] Add user interface Frames or Windows to the Edit Mode.
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* [x] A toolbar of buttons (New, Save, Open, Play) can be drawn at the top
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before the UI toolkit gains a proper MenuBar widget.
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* [x] Expand the Palette support in levels for solid vs. transparent, fire,
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etc. with UI toolbar to choose palettes.
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* [x] Add a "Canvas" widget that will hold level drawing data and abstract it
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out such that the Canvas can have a constrained width and height, position,
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and "scrollable" viewport area that determines rendered pixels. Will be VERY
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useful for Doodads and working on levels smaller than your window size (like
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doodads).
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Lesser important UI features that can come at any later time:
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* [ ] MenuBar widget with drop-down menu support.
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* [x] Checkbox and Radiobox widgets.
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* [ ] Text Entry widgets (in the meantime use the Developer Shell to prompt for
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text input questions)
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## Doodad Editor
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* [x] The Edit Mode should support creating drawings for Doodads.
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* [x] It should know whether you're drawing a Map or a Doodad as some
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behaviors may need to be different between the two.
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* [ ] Compress the coordinates down toward `(0,0)` when saving a Doodad,
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by finding the toppest, leftest point and making that `(0,0)` and adjusting
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the rest accordingly. This will help trim down Doodads into the smallest
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possible space for easy collision detection.
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* [ ] Add a UX to edit multiple frames for a Doodad.
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* [ ] Edit Mode should be able to fully save the drawings and frames, and an
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external CLI tool can install the JavaScript into them.
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* [ ] Possible UX to toggle Doodad options, like its collision rules and
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whether the Doodad is continued to be "mobile" (i.e. doors and buttons won't
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move, but items and enemies may be able to; and non-mobile Doodads don't
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need to collision check against level geometry).
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* [ ] Edit Mode should have a Doodad Palette (Frame or Window) to drag
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Doodads into the map.
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* [ ] ???
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# Building
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Fedora dependencies:
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```bash
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$ sudo dnf install SDL2-devel SDL2_ttf-devel
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```
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## Fonts
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The `fonts/` folder is git-ignored. The app currently uses font files here
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named:
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* `DejaVuSans.ttf` for sans-serif font.
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* `DejaVuSans-Bold.ttf` for bold sans-serif font.
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* `DejaVuSansMono.ttf` for monospace font.
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These are the open source **DejaVu Sans [Mono]** fonts, so copy them in from
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your `/usr/share/fonts/dejavu` folder or provide alternative fonts.
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