Doodle is the game engine for Sketchy Maze written in Go. https://www.sketchymaze.com/
 
 
 
 
 
 
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Noah cb02feff1d Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
  * They come in four varieties: wall switch (background element, with
    "ON/OFF" text) and three side-profile switches for the floor, left
    or right walls.
  * On collision with the player, they flip their state from "OFF" to
    "ON" or vice versa. If the player walks away and then collides
    again, the switch flips again.
  * Can be used to open/close Electric Doors when turned on/off. Their
    default state is "off"
  * If a switch receives a power signal from another linked switch, it
    sets its own state to match. So, two "on/off" switches that are
    connected to a door AND to each other will both flip on/off when one
    of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
  pixel collisions.
  * Previously, ALL pixels in the level were acting as though solid.
  * Non-solid pixels don't count for collision detection, but their
    attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
  instead of Edit Mode. Updated the title screen menu to add a button
  for playing levels instead of editing them.
* Wrote some documentation.
2019-07-06 18:30:03 -07:00
assets Add Tool Bar to Editor Mode 2019-07-03 20:24:04 -07:00
cmd Demo Running Level as Title Screen Wallpaper 2019-06-27 22:59:36 -07:00
dev-assets/doodads Add Switches, Fire/Water Collision and Play Menu 2019-07-06 18:30:03 -07:00
docker Fedora Dockerfile for building 2019-04-05 13:16:33 -07:00
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lib Add Switches, Fire/Water Collision and Play Menu 2019-07-06 18:30:03 -07:00
pkg Add Switches, Fire/Water Collision and Play Menu 2019-07-06 18:30:03 -07:00
types Save and restore maps as JSON files 2018-06-17 10:31:44 -07:00
wasm Demo Running Level as Title Screen Wallpaper 2019-06-27 22:59:36 -07:00
.editorconfig Initial commit 2017-10-26 18:03:11 -07:00
.gitignore WASM: Store User Files in localStorage 2019-06-27 15:59:18 -07:00
Building.md Makefile Love and Windows Bugfixes 2019-06-27 20:24:13 -07:00
Changes.md Milestone: Screenshot to PNG Test Feature 2018-06-17 07:56:51 -07:00
Debug Notes.md Add JS + History to Shell, Add Main Scene 2018-07-25 19:38:54 -07:00
Ideas.md Add Switches, Fire/Water Collision and Play Menu 2019-07-06 18:30:03 -07:00
Makefile Demo Running Level as Title Screen Wallpaper 2019-06-27 22:59:36 -07:00
README.md Editor Mode: Line Tool and Rectangle Tool 2019-07-03 17:19:25 -07:00
TODO.md Add Switches, Fire/Water Collision and Play Menu 2019-07-06 18:30:03 -07:00
kirsle.env Draw Actors Embedded in Levels in Edit Mode 2018-10-19 13:32:25 -07:00
mp2json.py WIP: MsgPack stubs, Level Filesystem Module 2019-05-06 12:41:46 -07:00

README.md

Project: Doodle (Working Title)

Project: Doodle is a drawing-based maze game written in Go.

Features

(Eventually), the high-level, user-facing features for the game are:

  • Draw your own levels freehand and then play them like a 2D platformer game.
  • In Adventure Mode you can play through a series of official example levels that ship with the game.
  • In Edit Mode you can draw a map freehand-style and lay down physical geometry, and mark which lines are solid or which ones behave like fire.
  • Drag and drop Doodads like buttons, doors and keys into your level and link them together so that buttons open doors and levers activate devices.
  • In Play Mode you can play your level as a 2D platformer game where you collect keys, watch out for enemies, and solve puzzles to get to the exit.
  • Easily Share your custom maps with friends.

Mod-friendly

(Eventually) all these features will support custom content in the game:

  • Users can create Custom Doodads to extend the game with a scripting language like JavaScript. The sprites and animations are edited in-game in Edit Mode, but the scripting is done in your text editor.
  • In Edit Mode you can drag custom doodads into your maps.
  • To Share your maps, you can choose to bundle the custom doodads inside your map file itself, so that other players can play the map without needing to install the doodads separately.
  • If you receive a map with custom doodads, you can install the doodads into your copy of the game and use them in your own maps.

Keybindings

Global Keybindings:

Escape
  Close the developer console if open, without running any commands.
  Exit the program otherwise.

Enter
  Open and close the developer console, and run commands while the
  console is open.

F3
  Toggle the Debug Overlay.

F4
  Toggle debug collision hitboxes.

In Play Mode:

Cursor Keys
  Move the player around.
"E" Key
  Edit the map you're currently playing if you came from Edit Mode.

In Edit Mode:

Cursor Keys
  Scroll the view of the map around.
"P" Key
  Playtest the current map you're working on.
"F" Key
  Switch to the Pencil (Freehand) Tool
"L" Key
  Switch to the Line Tool
"R" Key
  Switch to the Rectangle Tool
Ctrl-Z
  Undo
Ctrl-Y
  Redo

Built-In Doodads

A brief introduction to the built-in doodads available so far:

  • Characters
    • Blue Azulian: this is used as the play character for now. If dragged into a level, it doesn't do anything but is affected by gravity.
    • Red Azulian: an example mobile mob for now. It walks back and forth, changing directions only when it comes across an obstacle and can't proceed any further.
  • Doors and Keys
    • Colored Doors: these act like solid barriers until the player or another doodad collects the matching colored key.
    • Colored Keys: these are collectable items that allow the player or another doodad to open the door of matching color. Note that inventories are doodad-specific, so other mobs besides the player can steal a key before the player gets it! (For now)
    • Electric Door: this mechanical door stays closed and only opens when it receives a power signal from a linked button.
    • Trapdoor: this door allows one-way access, but once it's closed behind you, you can't pass through it from that side!
  • Buttons
    • Button: while pressed by a player or other doodad, the button emits a power signal to any doodad it is linked to. Link a button to an electric door, and the door will open while the button is pressed and close when the button is released.
    • Sticky Button: this button will stay pressed once activated and will not release unless it receives a power signal from another linked doodad. For example, one Button that links to a Sticky Button will release the sticky button if pressed.

Developer Console

Press Enter at any time to open the developer console.

Commands supported:

new
  Show the "New Level" screen to start editing a new map.

save [filename]
  Save the current map in Edit Mode. The filename is required if the map has
  not been saved yet.

edit [filename]
  Open a map or doodad in Edit Mode.

play [filename]
  Open a map in Play Mode.

echo <text>
  Flash a message to the console.

clear
  Clear the console output history.

exit
quit
  Close the developer console.

Building

Fedora dependencies:

$ sudo dnf install SDL2-devel SDL2_ttf-devel

Author

Copyright (C) 2019 Noah Petherbridge. All rights reserved.