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.gitignore
vendored
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.gitignore
vendored
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site/
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Makefile
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Makefile
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SHELL := /bin/bash
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ALL: build
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# `make serve` to serve the mkdocs site on localhost.
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.PHONY: serve
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serve:
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mkdocs serve
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||||
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||||
# `make build` to build the static documentation site.
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.PHONY: build
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build:
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mkdocs build
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# `make clean` cleans everything up.
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.PHONY: clean
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clean:
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rm -rf site
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README.md
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README.md
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# Guidebook
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||||
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This is `mkdocs` sources for the user guidebook.
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## Setup
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Install mkdocs, i.e. `dnf install mkdocs` on Fedora and use the Makefile:
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|
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* `make build` renders the website
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* `make serve` runs the mkdocs development server
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* `make clean` cleans up the rendered website
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docs/about.md
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docs/about.md
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# About Project: Doodle
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Lorem ipsum.
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docs/custom-doodads/edit-external.md
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docs/custom-doodads/edit-external.md
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# Drawing Doodads in an External Program
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Doodad sprites can be drawn using any image editor and saved as .png files
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(with transparency). You can then create a doodad file from your series of
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PNG images.
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Most of the built-in doodads that ship with the game were created in this way.
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## Create a Doodad from Images
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Save each frame of your doodad as a separate PNG image and then use the `doodad`
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command-line tool to convert them to a `.doodad` file.
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```bash
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# Usage:
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doodad convert [options] <inputs.png> <output.doodad>
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|
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# Example:
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doodad convert door-closed.png door-open.png door.doodad
|
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```
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docs/custom-doodads/edit-in-game.md
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docs/custom-doodads/edit-in-game.md
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# Drawing a Doodad In-Game
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|
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Project: Doodle has some **limited** support to draw your doodad sprites
|
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in-game. Currently you can only draw one frame (image) for the doodad
|
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and save it to disk.
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|
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To start a new doodad, open the game and enter the level editor.
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Select the "New Doodad" button at the top of the screen to start drawing a
|
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new doodad. Choose the size (square) of its sprite when prompted.
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|
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Doodads saved in-game go in your user config directory for the game. On Linux,
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this is at ~/.config/doodle.
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If you want to create a doodad with multiple frames (to animate it or have
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varying states that change the doodad's appearance in the level), the
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`doodad` tool is recommended. See
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[drawing images in an external program](edit-external.md).
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|
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## Future Planned Features
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|
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Creating doodads in-game is intended to be a fully supported feature. The
|
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following features are planned to be supported:
|
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|
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* Support editing multiple frames instead of only the first frame.
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* Implement some features only available on the `doodad` tool using in-game
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UI, such as attaching JavaScripts to the doodad.
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docs/custom-doodads/index.md
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docs/custom-doodads/index.md
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# Creating Custom Doodads
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Project: Doodle is designed to be modder friendly and provides tools to help
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you create your own custom doodads to use in your levels.
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|
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You can draw the sprites for the doodad either in-game or using an external
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image editor. Then, you can program their logic using JavaScript to make them
|
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"do" stuff in-game and interact with the player and other doodads.
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|
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* Drawing your Doodad's Sprites
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* [In-Game](edit-in-game.md)
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* [In an External Program](edit-external.md)
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* Program its Behavior
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* [JavaScript](scripts.md)
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## doodad (Command Line Tool)
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Your copy of the game should have shipped with a `doodad` command-line tool
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bundled with it. On Windows it's called `doodad.exe` and should be in the same
|
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folder as the game executable. On Mac OS, it is inside the .app bundle.
|
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|
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The `doodad` tool provides a command-line interface to create and inspect
|
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doodad and level files from the game. You'll need to use this tool, at the very
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least, to attach a JavaScript to your doodad to make it "do" stuff in-game.
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|
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You can create a doodad from PNG images on disk, attach or view the JavaScript
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||||
source on them, and view/edit metadata.
|
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|
||||
```bash
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# (the $ represents the shell prompt in a command-line terminal)
|
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|
||||
# See metadata about a doodad file.
|
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$ doodad show /path/to/custom.doodad
|
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|
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# Create a new doodad based on PNG images on disk.
|
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$ doodad convert frame0.png frame1.png frame2.png output.doodad
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|
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# Add and view a custom script attached to the doodad.
|
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$ doodad install-script index.js custom.doodad
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$ doodad show --script custom.doodad
|
||||
```
|
||||
|
||||
More info on the [`doodad` tool](../doodad-tool.md) here.
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docs/custom-doodads/scripts.md
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docs/custom-doodads/scripts.md
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# Doodad Scripts
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|
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Doodads are programmed using JavaScript which gives them their behavior
|
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and ability to interact with the player and other doodads.
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|
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Doodad scripts are run during "Play Mode" when a level _containing_ the doodad
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is being played. You can install a JavaScript (.js) file into a doodad using
|
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the command-line `doodad` program.
|
||||
|
||||
An example Doodad script looks like the following:
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|
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```javascript
|
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// main() is called on level initialization for each
|
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// instance ("actor") of the doodad.
|
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function main() {
|
||||
// Logs go to the game's log file (standard output on Linux/Mac).
|
||||
console.log("%s initialized!", Self.Title);
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|
||||
// If our doodad has 'solid' parts that should prohibit movement,
|
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// define the hitbox here. Coordinates are relative so 0,0 is the
|
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// top-left pixel of the doodad's sprite.
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Self.SetHitbox(0, 0, 64, 12);
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|
||||
// Handle a collision when another doodad (or player) has entered
|
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// the space of our doodad.
|
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Events.OnCollide(function(e) {
|
||||
// The `e` object holds information about the event.
|
||||
console.log("Actor %s has entered our hitbox!", e.Actor.ID());
|
||||
|
||||
// InHitbox is `true` if we defined a hitbox for ourselves, and
|
||||
// the colliding actor is inside of the hitbox we defined.
|
||||
if (e.InHitbox) {
|
||||
// To prohibit movement, return false from the OnCollide handler.
|
||||
// If you don't return false, the actor is allowed to keep on
|
||||
// moving through.
|
||||
return false;
|
||||
}
|
||||
|
||||
// When movement is finalized, OnCollide is called one final time
|
||||
// with e.Settled=true; it is only then that a doodad should run
|
||||
// event handlers for a logical collide event.
|
||||
if (e.Settled) {
|
||||
// do something
|
||||
Message.Publish("power", true);
|
||||
}
|
||||
});
|
||||
|
||||
// OnLeave is called when an actor, who was previously colliding with
|
||||
// us, is no longer doing so.
|
||||
Events.OnLeave(function(e) {
|
||||
console.log("Actor %s has stopped colliding!", e.Actor.ID());
|
||||
})
|
||||
}
|
||||
```
|
||||
|
||||
# Installing a Doodad Script
|
||||
|
||||
Use the command-line `doodad` tool to attach a script to your doodad file:
|
||||
|
||||
```bash
|
||||
# Attach the JavaScript at "script.js" to the doodad file "filename.doodad"
|
||||
doodad install-script script.js filename.doodad
|
||||
|
||||
# To view the script currently attached to a doodad
|
||||
# (prints the script to your terminal)
|
||||
doodad show --script filename.doodad
|
||||
```
|
||||
|
||||
# Testing Your Script
|
||||
|
||||
The best way to test your doodad script is to use it in a level!
|
||||
|
||||
Run the game in a console to watch the log output, and you can use functions
|
||||
like `console.log()` in your script to help debug issues. Drag your custom
|
||||
doodad into a level and playtest it! Your script's main() function is called
|
||||
when the level instance of your doodad is initialized.
|
||||
|
||||
# JavaScript API
|
||||
|
||||
The following global variables are available to all Doodad scripts.
|
||||
|
||||
## Self
|
||||
|
||||
Self holds data about the current doodad instance loaded inside of a level.
|
||||
|
||||
**String attributes:**
|
||||
|
||||
* Self.Title: the doodad title.
|
||||
* Self.Filename: the doodad filename (useful for inventory items).
|
||||
|
||||
Methods are below.
|
||||
|
||||
### Self.ID() string
|
||||
|
||||
Returns the "actor ID" of the doodad instance loaded inside of a level. This
|
||||
is usually a random UUID string that was saved with the level data.
|
||||
|
||||
### Self.GetTag(string name) string
|
||||
|
||||
Return a "tag" that was saved with the doodad's file data.
|
||||
|
||||
Tags are an arbitrary key/value data store attached to the doodad file.
|
||||
You can use the `doodad.exe` tool shipped with the game to view and manage tags
|
||||
on your own custom doodads:
|
||||
|
||||
```bash
|
||||
# Command-line doodad tool usage:
|
||||
|
||||
# Show information about a doodad, look for the "Tags:" section.
|
||||
doodad show filename.doodad
|
||||
|
||||
# Set a tag. "-t" for short.
|
||||
doodad edit-doodad --tag 'color=blue' filename.doodad
|
||||
|
||||
# Set the tag to empty to remove it.
|
||||
doodad edit-doodad -t 'color=' filename.doodad
|
||||
```
|
||||
|
||||
This is useful for a set of multiple doodads to share the same script but
|
||||
have different behavior depending on how each is tagged.
|
||||
|
||||
### Self.Position() Point
|
||||
|
||||
Returns the doodad's current position in the level.
|
||||
|
||||
Point is an object with .X and .Y integer values.
|
||||
|
||||
```javascript
|
||||
var p = Self.Position()
|
||||
console.log("I am at %d,%d", p.X, p.Y)
|
||||
```
|
||||
|
||||
### Self.SetHitbox(x, y, w, h int)
|
||||
|
||||
Configure the "solid hitbox" of this doodad.
|
||||
|
||||
The X and Y coordinates are relative to the doodad's sprite: (0,0) is the top
|
||||
left pixel of the doodad. The W and H are the width and height of the hitbox
|
||||
starting at those coordinates.
|
||||
|
||||
When another doodad enters the area of your doodad's sprite (for example, the
|
||||
player character has entered the square shape of your doodad sprite) your script
|
||||
begins to receive OnCollide events from the approaching actor.
|
||||
|
||||
The OnCollide event tells you if the invading doodad is inside your custom
|
||||
hitbox which you define here (`InHitbox`) making it easy to make choices based
|
||||
on that status.
|
||||
|
||||
Here's an example script for a hypothetical "locked door" doodad that acts
|
||||
solid but only on a thin rectangle in the middle of its sprite:
|
||||
|
||||
```javascript
|
||||
// Example script for a "locked door"
|
||||
function main() {
|
||||
// Suppose the doodad's sprite size is 64x64 pixels square.
|
||||
// The door is in side profile where the door itself ranges from pixels
|
||||
// (20, 0) to (24, 64)
|
||||
Self.SetHitbox(20, 0, 24, 64)
|
||||
|
||||
// OnCollide handlers.
|
||||
Events.OnCollide(function(e) {
|
||||
// The convenient e.InHitbox tells you if the colliding actor is
|
||||
// inside the hitbox we defined.
|
||||
if (e.InHitbox) {
|
||||
// Return false to protest the collision (act solid).
|
||||
return false;
|
||||
}
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
### Self.SetVelocity(Velocity)
|
||||
|
||||
Set the doodad's velocity. Velocity is a type that can be created with the
|
||||
Velocity() constructor, which takes an X and Y value:
|
||||
|
||||
```javascript
|
||||
Self.SetVelocity( Velocity(3.2, 7.0) );
|
||||
```
|
||||
|
||||
A positive X velocity propels the doodad to the right. A positive Y velocity
|
||||
propels the doodad downward.
|
||||
|
||||
### Self.SetMobile(bool)
|
||||
|
||||
Call `SetMobile(true)` if the doodad will move on its own.
|
||||
|
||||
This is for mobile doodads such as the player character and enemy mobs.
|
||||
Stationary doodads like buttons, doors, and trapdoors do not mark themselves
|
||||
as mobile.
|
||||
|
||||
Mobile doodads incur extra work for the game doing collision checking so only
|
||||
set this to `true` if your doodad will move (i.e. changes its Velocity or
|
||||
Position).
|
||||
|
||||
```javascript
|
||||
Self.SetMobile(true);
|
||||
```
|
||||
|
||||
### Self.SetGravity(bool)
|
||||
|
||||
Set whether gravity applies to this doodad. By default doodads are stationary
|
||||
and do not fall downwards. The player character and some mobile enemies that
|
||||
want to be affected by gravity should opt in to this.
|
||||
|
||||
```javascript
|
||||
Self.SetGravity(true);
|
||||
```
|
||||
|
||||
### Self.ShowLayer(index int)
|
||||
|
||||
Switch the active layer of the doodad to the layer at this index.
|
||||
|
||||
A doodad file can contain multiple layers, or images. The first and default
|
||||
layer is at index zero, the second layer at index 1, and so on.
|
||||
|
||||
```javascript
|
||||
Self.ShowLayer(0); // 0 is the first and default layer
|
||||
Self.ShowLayer(1); // show the second layer instead
|
||||
```
|
||||
|
||||
### Self.ShowLayerNamed(name string)
|
||||
|
||||
Switch the active layer by name instead of index.
|
||||
|
||||
Each layer has an arbitrary name that it can be addressed by instead of needing
|
||||
to keep track of the layer index.
|
||||
|
||||
Doodads created by the command-line `doodad` tool will have their layers named
|
||||
automatically by their file name. The layer **indexes** will retain the same
|
||||
order of file names passed in, with 0 being the first file:
|
||||
|
||||
```bash
|
||||
# Doodad tool-created doodads have layers named after their file names.
|
||||
# example "open-1.png" will be named "open-1"
|
||||
doodad convert door.png open-1.png open-2.png open-3.png my-door.doodad
|
||||
```
|
||||
|
||||
### Self.AddAnimation(name string, interval int, layers list)
|
||||
|
||||
Register a named animation for your doodad. `interval` is the time in
|
||||
milliseconds before going to the next frame. `layers` is an array of layer
|
||||
names or indexes to be used for the animation.
|
||||
|
||||
Doodads can animate by having multiple frames (images) in the same file.
|
||||
Layers are ordered (layer 0 is the first, then increments from there) and
|
||||
each has a name. This function can take either identifier to specify
|
||||
which layers are part of the animation.
|
||||
|
||||
```javascript
|
||||
// Animation named "open" using named layers, 100ms delay between frames.
|
||||
Self.AddAnimation("open", 100, ["open-1", "open-2", "open-3"]);
|
||||
|
||||
// Animation named "close" using layers by index.
|
||||
Self.AddAnimation("close", 100, [3, 2, 1]);
|
||||
```
|
||||
|
||||
### Self.PlayAnimation(name string, callback func())
|
||||
|
||||
This starts playing the named animation. The callback function will be called
|
||||
when the animation has completed.
|
||||
|
||||
```javascript
|
||||
Self.PlayAnimation("open", function() {
|
||||
console.log("I've finished opening!");
|
||||
|
||||
// The callback is optional; use null if you don't need it.
|
||||
Self.PlayAnimation("close", null);
|
||||
});
|
||||
```
|
||||
|
||||
### Self.IsAnimating() bool
|
||||
|
||||
Returns true if an animation is currently being played.
|
||||
|
||||
### Self.StopAnimation()
|
||||
|
||||
Stops any currently playing animation.
|
||||
|
||||
|
||||
* Self.Doodad(): a pointer to the doodad's file data.
|
||||
* Self.Doodad().Title: get the title of the doodad file.
|
||||
* Self.Doodad().Author: the name of the author who wrote the doodad.
|
||||
* Self.Doodad().Script: the doodad's JavaScript source code. Note that
|
||||
modifying this won't have any effect in-game, as the script had already
|
||||
been loaded into the interpreter.
|
||||
* Self.Doodad().GameVersion: the version of {{ app_name }} that was used
|
||||
when the doodad was created.
|
||||
|
||||
### Self.Destroy()
|
||||
|
||||
This destroys the current instance of the doodad as it appears in a level.
|
||||
|
||||
For example, a Key destroys itself when it's picked up so that it disappears
|
||||
from the level and can't be picked up again. Call this function when the
|
||||
doodad instance should be destroyed and removed from the active level.
|
||||
|
||||
-----
|
||||
|
||||
## Console Logging
|
||||
|
||||
Like in node.js and the web browser, `console.log` and friends are available
|
||||
for logging from a doodad script. Logs are emitted to the same place as the
|
||||
game's logs are.
|
||||
|
||||
```javascript
|
||||
console.log("Hello world!");
|
||||
console.log("Interpolate strings '%s' and numbers '%d'", "string", 123);
|
||||
console.debug("Debug messages shown when the game is in debug mode");
|
||||
console.warn("Warning-level messages");
|
||||
console.error("Error-level messages");
|
||||
```
|
||||
|
||||
-----
|
||||
|
||||
## Timers and Intervals
|
||||
|
||||
Like in a web browser, functions such as setTimeout and setInterval are
|
||||
supported in doodad scripts.
|
||||
|
||||
### setTimeout(function, milliseconds int) int
|
||||
|
||||
setTimeout calls your function after the specified number of milliseconds.
|
||||
|
||||
1000ms are in one second.
|
||||
|
||||
Returns an integer "timeout ID" that you'll need if you want to cancel the
|
||||
timeout with clearTimeout.
|
||||
|
||||
### setInterval(function, milliseconds int) int
|
||||
|
||||
setInterval calls your function repeatedly after every specified number of
|
||||
milliseconds.
|
||||
|
||||
Returns an integer "interval ID" that you'll need if you want to cancel the
|
||||
interval with clearInterval.
|
||||
|
||||
### clearTimeout(id int)
|
||||
|
||||
Cancels the timeout with the given ID.
|
||||
|
||||
### clearInterval(id int)
|
||||
|
||||
Cancels the interval with the given ID.
|
||||
|
||||
-----
|
||||
|
||||
## Type Constructors
|
||||
|
||||
Some methods may need data of certain native types that aren't available in
|
||||
JavaScript. These global functions will initialize data of the correct types:
|
||||
|
||||
### RGBA(red, green, blue, alpha uint8)
|
||||
|
||||
Creates a Color type from red, green, blue and alpha values (integers between
|
||||
0 and 255).
|
||||
|
||||
### Point(x, y int)
|
||||
|
||||
Creates a Point object with X and Y coordinates.
|
||||
|
||||
### Vector(x, y float64)
|
||||
|
||||
Creates a Vector object with X and Y dimensions.
|
||||
|
||||
-----
|
||||
|
||||
## Global Functions
|
||||
|
||||
Some useful globally available functions:
|
||||
|
||||
### EndLevel()
|
||||
|
||||
This ends the current level, i.e. to be used by the goal flag.
|
||||
|
||||
### Flash(message string, args...)
|
||||
|
||||
Flash a message on screen to the user.
|
||||
|
||||
Flashed messages appear at the bottom of the screen and fade out after a few
|
||||
moments. If multiple messages are flashed at the same time, they stack from the
|
||||
bottom of the window with the newest message on bottom.
|
||||
|
||||
Don't abuse this feature as spamming it may annoy the player.
|
||||
|
||||
### GetTick() uint64
|
||||
|
||||
Returns the current game tick. This value started at zero when the game was
|
||||
launched and increments every frame while running.
|
||||
|
||||
### time.Now() time.Time
|
||||
|
||||
This exposes the Go standard library function `time.Now()` that returns the
|
||||
current date and time as a Go time.Time value.
|
||||
|
||||
### time.Add(t time.Time, milliseconds int64) time.Time
|
||||
|
||||
Add a number of milliseconds to a Go Time value.
|
||||
|
||||
--------
|
||||
|
||||
## Event Handlers
|
||||
|
||||
Doodad scripts can respond to certain events using functions on the global
|
||||
`Events` variable.
|
||||
|
||||
### Events.OnCollide( func(event) )
|
||||
|
||||
OnCollide is called when another actor is colliding with your doodad's sprite
|
||||
box. The function is given a CollideEvent object which has the following
|
||||
attributes:
|
||||
|
||||
* Actor: the doodad which is colliding with your doodad.
|
||||
* Overlap (Rect): a rectangle of where the two doodads' boxes are overlapping,
|
||||
relative to your doodad sprite's box. That is, if the Actor was moving in from
|
||||
the left side of your doodad, the X value would be zero and W would be the
|
||||
number of pixels of overlap.
|
||||
* InHitbox (bool): true if the colliding actor's hitbox is intersecting with
|
||||
the hitbox you defined with SetHitbox().
|
||||
* Settled (bool): This is `false` when the game is trying to move the colliding
|
||||
doodad and is sussing out whether or not your doodad will act solid and
|
||||
protest its movement. When the game has settled the location of the colliding
|
||||
doodad it will call OnCollide a final time with Settled=true. If your doodad
|
||||
has special behavior when touched (i.e. a button that presses in), you should
|
||||
wait until Settled=true before running your handler for that.
|
||||
|
||||
### Events.OnLeave( func(event) )
|
||||
|
||||
Called when an actor that _was_ colliding with your doodad is no longer
|
||||
colliding (or has left your doodad's sprite box).
|
||||
|
||||
### Events.RunKeypress( func(event) )
|
||||
|
||||
Handle a keypress. `event` is an `event.State` from the render engine.
|
||||
|
||||
TODO: document that.
|
||||
|
||||
-----
|
||||
|
||||
## Pub/Sub Communication
|
||||
|
||||
Doodads in a level are able to send and receive messages to other doodads,
|
||||
either those that they are **linked** to or those that listen on a more
|
||||
'broadcast' frequency.
|
||||
|
||||
> **Linking** is when the level author connected two doodads together with
|
||||
> the Link Tool. The two doodads' scripts can communicate with each other
|
||||
> in-game over that link.
|
||||
|
||||
For example, if the level author links a Button to an Electric Door, the button
|
||||
can send a "power" event to the door so that it can open when a player touches
|
||||
the button.
|
||||
|
||||
Doodads communicate in a "publisher/subscriber" model: one doodad publishes an
|
||||
event with a name and data, and other doodads subscribe to the named event to
|
||||
receive that data.
|
||||
|
||||
### Official, Standard Pub/Sub Messages
|
||||
|
||||
The following message names and data types are used by the game's default
|
||||
doodads. You're free to use these in your own custom doodads.
|
||||
|
||||
If extending this list with your own custom events, be careful to choose a
|
||||
unique namespace to prevent collision with other users' custom doodads and
|
||||
their custom event names.
|
||||
|
||||
| Name | Data Type | Description |
|
||||
|------|-----------|--------------|
|
||||
| power | boolean | Communicates a "powered" (true) or "not powered" state, as in a Button to an Electric Door. |
|
||||
| broadcast:state-change | boolean | An "ON/OFF" button was hit and all state blocks should flip. |
|
||||
|
||||
### Message.Publish(name string, data...)
|
||||
|
||||
Publish a named message to all of your **linked** doodads.
|
||||
|
||||
`data` is a list of arbitrary arguments to send with the message.
|
||||
|
||||
```javascript
|
||||
// Example button doodad that emits a "power" (bool) state to linked doodads
|
||||
// that subscribe to this event.
|
||||
function main() {
|
||||
// When an actor collides with the button, emit a powered state.
|
||||
Events.OnCollide(function(e) {
|
||||
Message.Publish("power", true);
|
||||
});
|
||||
|
||||
// When the actor leaves the button, turn off the power.
|
||||
Events.OnLeave(function(e) {
|
||||
Message.Publish("power", false);
|
||||
})
|
||||
}
|
||||
```
|
||||
|
||||
### Message.Subscribe(name string, function)
|
||||
|
||||
Subscribe to a named message from any **linked** doodads.
|
||||
|
||||
The function receives the data that was passed with the message. Its data type
|
||||
is arbitrary and will depend on the type of message.
|
||||
|
||||
```javascript
|
||||
// Example electronic device doodad that responds to power from linked buttons.
|
||||
function main() {
|
||||
// Boolean to store if our electric device has juice.
|
||||
var powered = false;
|
||||
|
||||
// Do something while powered
|
||||
setInterval(function() {
|
||||
if (powered) {
|
||||
console.log("Brmm...")
|
||||
}
|
||||
}, 1000);
|
||||
|
||||
// Subscribe to the `power` event by a linked button or other power source.
|
||||
Message.Subscribe("power", function(boolValue) {
|
||||
console.log("Powered %s!", boolValue === true ? "on" : "off");
|
||||
powered = boolValue;
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
### Message.Broadcast(name string, data...)
|
||||
|
||||
This publishes a named message to **every** doodad in the level, whether it
|
||||
was linked to the broadcaster or not.
|
||||
|
||||
For example the "ON/OFF" button globally toggles a boolean state in every
|
||||
state block that subscribes to the `broadcast:state-change` event.
|
||||
|
||||
If you were to broadcast an event like `power` it would activate every single
|
||||
power-sensitive doodad on the level.
|
||||
|
||||
```javascript
|
||||
// Example two-state block that globally receives the state-change broadcast.
|
||||
function main() {
|
||||
var myState = false;
|
||||
Message.Subscribe("broadcast:state-change", function(boolValue) {
|
||||
// Most two-state blocks just flip their own state, ignoring the
|
||||
// boolValue passed with this message.
|
||||
myState = !myState;
|
||||
});
|
||||
}
|
||||
|
||||
// Example ON/OFF block that emits the state-change broadcast. It also
|
||||
// subscribes to the event to keep its own state in sync with all the other
|
||||
// ON/OFF blocks on the level when they get hit.
|
||||
function main() {
|
||||
var myState = false;
|
||||
|
||||
// Listen for other ON/OFF button activations to keep our state in
|
||||
// sync with theirs.
|
||||
Message.Subscribe("broadcast:state-change", function(boolValue) {
|
||||
myState = boolValue;
|
||||
});
|
||||
|
||||
// When collided with, broadcast the state toggle to all state blocks.
|
||||
Events.OnCollide(function(e) {
|
||||
if (e.Settled) {
|
||||
myState = !!myState;
|
||||
Message.Broadcast("broadcast:state-change", myState);
|
||||
}
|
||||
})
|
||||
}
|
||||
```
|
99
docs/custom-levels/index.md
Normal file
99
docs/custom-levels/index.md
Normal file
|
@ -0,0 +1,99 @@
|
|||
# Creating Custom Levels
|
||||
|
||||
One of the core gameplay features is its Level Editor which lets you draw your
|
||||
own custom maps to play and share with others.
|
||||
|
||||
From the game's Main Menu, click on the "Create a Level" button to open the
|
||||
level editor. To edit an existing custom level, click on the "Edit a Level"
|
||||
button instead.
|
||||
|
||||
## Level Properties
|
||||
|
||||
When creating a new level, you first choose some settings for it. These are
|
||||
described below:
|
||||
|
||||
### Page Type
|
||||
|
||||
This setting controls the size and boundaries of your level, and control the
|
||||
appearance of the notebook paper background of your level.
|
||||
|
||||
* **Bounded** is the default. The camera won't scroll past the top-left corner
|
||||
of the page (0,0), and the level size is capped to 2550x3300, or the
|
||||
approximate size of an 11:9 standard sheet of notebook paper in pixels.
|
||||
* **No Negative Space** is like Bounded, but the width and height of the level
|
||||
have no boundary. Levels can grow "infinitely" to the right and downward
|
||||
but no negative coordinates past the top or left edge.
|
||||
* **Unbounded** allows for "infinite" sized maps that give unlimited room to
|
||||
grow your level. The wallpaper on this level type only uses the "tiling"
|
||||
pattern, so notebook-themed levels won't show the top/left decorations.
|
||||
|
||||
### Wallpaper
|
||||
|
||||
The wallpaper affects the "theme" of your level. Project: Doodle is themed around
|
||||
hand-drawn mazes on paper, so the built-in themes look like various kinds of
|
||||
paper.
|
||||
|
||||
* **Notebook** looks like standard ruled notebook paper. It's a white paper with
|
||||
blue horizontal lines, a single red vertical line down the left, and a wide
|
||||
margin on the top and left edges.
|
||||
* **Legal Pad** looks like ruled yellow legal pad. It's similar to Notebook but
|
||||
has yellow paper and a second vertical red line down the left.
|
||||
* **Blueprint** is a dark blueprint paper background with a repeating grid pattern.
|
||||
Notably, the default Color Palette for this theme is different than normal:
|
||||
"solid" lines are white instead of black, to show up better against the dark
|
||||
background.
|
||||
|
||||
The decorations of the wallpaper vary based on the Page Type. For example, the
|
||||
Notebook and Legal Pad have extra padding on the top of the page and red lines
|
||||
going down just the left side, and the rest of the level uses the repeating blue
|
||||
lines pattern. The page types and their effect on the wallpapers are:
|
||||
|
||||
* **Bounded** and **No Negative Space** will show the decorations for the top
|
||||
and left edges of the page, as these levels are bounded on their top/left
|
||||
corner.
|
||||
* **Unbounded** levels only use the repeating tiled pattern across the entire
|
||||
level, because there is no top-left boundary to anchor those decorations to.
|
||||
|
||||
## Editor Mode Interface
|
||||
|
||||
![Level Editor View](../images/editor-1.png)
|
||||
|
||||
Quick 5-minute tour of what you're looking at:
|
||||
|
||||
* The top of the window has your **Menu Bar**:
|
||||
* **New Level** opens the "Create a New Level" menu.
|
||||
* **New Doodad** opens the Doodad Editor for drawing a new custom doodad.
|
||||
You're prompted for the size of the doodad, which will be its width and
|
||||
height boundary. For example, a size of "100" means a 100x100 pixel graphic
|
||||
for your custom doodad.
|
||||
* **Save** and **Save as...** let you save the current Level or Doodad you're
|
||||
drawing to disk. "Save" will only ask for the filename once whereas "Save as"
|
||||
asks every time.
|
||||
* **Load** opens the "Edit a Level" menu to choose a Level or Doodad to edit.
|
||||
* **Options** options the Level Options dialog so you can modify the page type
|
||||
and wallpaper setting.
|
||||
* The panel on the left side of the window is your **Tool Box**. Clicking these
|
||||
buttons activates a specific drawing tool or mode:
|
||||
* **Pencil Tool** lets you click, drag, and draw pixels of your selected
|
||||
Palette color onto your level freehand.
|
||||
* **Line Tool** lets you easily draw a straight line between two points. Click
|
||||
in your level where you want the first point to be, and drag your mouse to
|
||||
the second point. Release the mouse to commit the line to your drawing.
|
||||
* **Rectangle Tool** lets you easily draw rectangles on your level.
|
||||
* **Ellipse Tool** lets you draw circles or elliptical shapes.
|
||||
* **Doodad Tool** lets you drag doodads such as buttons and doors onto your
|
||||
level. See the [Doodad Tool](#doodad-tool) below.
|
||||
* **Link Tool** lets you link doodads together so that they can interact off
|
||||
each other. For example, a Button connected to an Electric Door will cause
|
||||
the door to open and close when the button is pressed. See [Link Tool](#link-tool)
|
||||
below.
|
||||
* **Eraser Tool** cleans up your mistakes. Click and drag over pixels you've
|
||||
drawn to delete the pixels from your level.
|
||||
* **Brush Size:** the "Size:" label shows the brush size of your current drawing
|
||||
tool. This translates to the line thickness, or how big your pixels are when
|
||||
drawn into the level. Click the + and - buttons to increase or decrease the
|
||||
brush size, and draw thicker or thinner lines.
|
||||
* The panel on the right side of the window is your **Palette** of colors to
|
||||
draw with.
|
||||
|
||||
![Doodad Toolbar View](../images/editor-2.png)
|
118
docs/doodad-tool.md
Normal file
118
docs/doodad-tool.md
Normal file
|
@ -0,0 +1,118 @@
|
|||
# Doodad Tool
|
||||
|
||||
The game ships with a command-line program called `doodad` which assists in
|
||||
creating and managing custom doodads and levels.
|
||||
|
||||
The `doodad` tool can show and set details on .doodad and .level files used by
|
||||
the game, create new doodads from PNG images and attach custom JavaScript source
|
||||
to program behavior of doodads.
|
||||
|
||||
## Where to Find It
|
||||
|
||||
The `doodad` tool should be in the same place as the game executable.
|
||||
|
||||
On Windows, the program is called `doodad.exe` and comes in the zip file next
|
||||
to the game executable, `doodle.exe`.
|
||||
|
||||
On Linux, it will typically be at `/opt/project-doodle/doodad`.
|
||||
|
||||
On Mac OS, it is found inside the .app bundle.
|
||||
|
||||
## Usage
|
||||
|
||||
Run `doodad --help` to get usage information.
|
||||
|
||||
The program includes several sub-commands, such as `doodad convert`. Type a
|
||||
subcommand and `--help` to get help on that command, for example:
|
||||
|
||||
```bash
|
||||
doodad convert --help
|
||||
```
|
||||
|
||||
# Examples
|
||||
|
||||
Here are some common scenarios and use cases for the doodad tool.
|
||||
|
||||
## Show
|
||||
|
||||
```bash
|
||||
# Usage:
|
||||
doodad show [doodad or level filename]
|
||||
```
|
||||
|
||||
Shows metadata and details about a level or doodad file.
|
||||
|
||||
Examples:
|
||||
|
||||
```bash
|
||||
$ doodad show button.doodad
|
||||
===== Doodad: button.doodad =====
|
||||
Headers:
|
||||
File version: 1
|
||||
Game version: 0.0.10-alpha
|
||||
Doodad title: Button
|
||||
Author: Noah
|
||||
Locked: true
|
||||
Hidden: false
|
||||
Script size: 473 bytes
|
||||
|
||||
Palette:
|
||||
- Swatch name: Color<#000000+ff>
|
||||
Attributes: solid
|
||||
Color: #000000
|
||||
- Swatch name: Color<#666666+ff>
|
||||
Attributes: none
|
||||
Color: #666666
|
||||
- Swatch name: Color<#999999+ff>
|
||||
Attributes: fire
|
||||
Color: #999999
|
||||
|
||||
Layer 0: button1
|
||||
Chunks:
|
||||
Pixels Per Chunk: 37^2
|
||||
Number Generated: 1
|
||||
Coordinate Range: (0,0) ... (36,36)
|
||||
World Dimensions: 36x36
|
||||
Use -chunks or -verbose to serialize Chunks
|
||||
|
||||
Layer 1: button2
|
||||
Chunks:
|
||||
Pixels Per Chunk: 37^2
|
||||
Number Generated: 1
|
||||
Coordinate Range: (0,0) ... (36,36)
|
||||
World Dimensions: 36x36
|
||||
Use -chunks or -verbose to serialize Chunks
|
||||
```
|
||||
|
||||
## Convert
|
||||
|
||||
```bash
|
||||
# Usage:
|
||||
doodad convert [options] <input files.png> <output file.doodad>
|
||||
```
|
||||
|
||||
### Creating a Doodad from PNG images
|
||||
|
||||
Suppose you have PNG images named "frame0.png" through "frame3.png" and want
|
||||
to create a doodad from those images. This will convert them to the doodad
|
||||
file "custom.doodad":
|
||||
|
||||
```bash
|
||||
# Convert PNG images into a doodad.
|
||||
doodad convert frame0.png frame1.png frame2.png frame3.png custom.doodad
|
||||
|
||||
# The same, but also attach custom tags with the doodad.
|
||||
doodad convert --tag color=blue frame{0,1,2,3}.png custom.doodad
|
||||
```
|
||||
|
||||
### Convert a level to a PNG image
|
||||
|
||||
```bash
|
||||
doodad convert my.level output.png
|
||||
```
|
||||
|
||||
### Create a level from a PNG image
|
||||
|
||||
```bash
|
||||
doodad convert level.png output.level
|
||||
```
|
BIN
docs/images/editor-1.png
Normal file
BIN
docs/images/editor-1.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 90 KiB |
BIN
docs/images/editor-2.png
Normal file
BIN
docs/images/editor-2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 93 KiB |
BIN
docs/images/main-menu.png
Normal file
BIN
docs/images/main-menu.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 106 KiB |
15
docs/index.md
Normal file
15
docs/index.md
Normal file
|
@ -0,0 +1,15 @@
|
|||
# Welcome to Project: Doodle
|
||||
|
||||
![](images/main-menu.png)
|
||||
|
||||
[Project: Doodle](about.md) is a drawing-based maze game themed around hand-drawn
|
||||
maps on paper. You can draw a level for a 2D platformer game, drag-and-drop
|
||||
"doodads" such as buttons and doors into your level, and play it.
|
||||
|
||||
## Table of Contents
|
||||
|
||||
* [Creating Custom Levels](custom-levels/)
|
||||
* [Creating Custom Doodads](custom-doodads/)
|
||||
* [Draw Sprites In-Game](custom-doodads/edit-in-game.md)
|
||||
* [Draw Sprites with an External Program](custom-doodads/edit-external.md)
|
||||
* [Program Them with JavaScript](custom-doodads/scripts.md)
|
9
mkdocs.yml
Normal file
9
mkdocs.yml
Normal file
|
@ -0,0 +1,9 @@
|
|||
site_name: "Project: Doodle Guidebook"
|
||||
use_directory_urls: false
|
||||
nav:
|
||||
- Home: index.md
|
||||
- About: about.md
|
||||
- "Custom Doodads": custom-doodads/index.md
|
||||
markdown_extensions:
|
||||
- toc:
|
||||
permalink: "#"
|
Loading…
Reference in New Issue
Block a user