Commit Graph

4 Commits

Author SHA1 Message Date
5893daba58 WASM Texture Caching
* Refactor texture caching in render.Engine:
  * New interface method: NewTexture(filename string, image.Image)
  * WASM immediately encodes the image to PNG and generates a JavaScript
    `Image()` object to load it with a data URI and keep it in memory.
  * SDL2 saves the bitmap to disk as it did before.
  * WASM: deprecate the sessionStorage for holding image data. Session
    storage methods panic if called. The image data is directly kept in
    Go memory as a js.Value holding an Image().
* Shared Memory workaround: the level.Chunk.ToBitmap() function is where
  chunk textures get cached, but it had no access to the render.Engine
  used in the game. The `pkg/shmem` package holds global pointers to
  common structures like the CurrentRenderEngine as a work-around.
  * Also shmem.Flash() so Doodle can make its d.Flash() function
    globally available, any sub-package can now flash text to the screen
    regardless of source code location.
  * JavaScript API for Doodads now has a global Flash() function
    available.
* WASM: Handle window resize so Doodle can recompute its dimensions
  instead of scaling/shrinking the view.
2019-06-27 12:03:52 -07:00
5e9443bcff Add MenuScene with New Level UI
* Debug mode: no longer enables the DebugOverlay (F3) by default, but
  does now insert the current FPS counter into the window title bar.
* ui.Frame: set a default "mostly transparent" BG color so the frame
  background doesn't render as white.
* Add the MenuScene which will house the game's main menus.
* The "New Level" menu is first to be added.
  * UI lets you pick Page Type and Wallpaper using radio buttons.
  * Page Type: Unbounded, Bounded (default), No Negative Space, Bordered
  * Fix bugs in uix.Canvas to fully support all these page types.
2019-06-25 15:01:37 -07:00
8dfae5b8d8 Play Mode: Fix Level Collision w/ Scrolling
Fixes:
* Move the call to CollidesWithGrid() inside the Canvas instead of
  outside in the PlayScene.movePlayer() so it can apply to all Actors
  in motion.
* PlayScene.movePlayer() in turn just sets the player's Velocity so the
  Canvas.Loop() can move the actor itself.
* When keeping the player inside the level boundaries: previously it was
  assuming the player Position was relative to the window, and was
  checking the WorldIndexAt and getting wrong results.
* Canvas scrolling (loopFollowActor): check that the actor is getting
  close to the screen edge using the Viewport into the world, NOT the
  screen-relative coordinates of the Canvas bounding boxes.
2019-04-14 15:25:03 -07:00
cddc41465f Code Layout Refactor
* All private Doodle source code into the pkg/ folder.
* Potentially public code into the lib/ folder.
* Centralize the logger into a subpackage.
2019-04-09 17:35:44 -07:00