doodle/pkg/balance
Noah Petherbridge 08e65c32b5 Overhaul the Platformer Physics System
* 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.
2020-04-04 21:00:32 -07:00
..
boolprops.go Improve Collision Detection: More Active w/ Actors 2019-07-16 21:07:38 -07:00
debug.go Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
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 Overhaul the Platformer Physics System 2020-04-04 21:00:32 -07:00
README.md Code Layout Refactor 2019-04-09 17:35:44 -07:00
runtime.go Tooltips Update 2020-03-09 22:22:22 -07:00
shell.go Change types int32 -> int per upstream render and ui library 2019-12-27 19:16:34 -08:00
theme.go Switch to external git.kirsle.net/go/ui package 2019-12-27 16:31:58 -08:00
workarounds.go WASM Event Queue 2019-06-26 20:33:24 -07:00

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.