Commit Graph

17 Commits (039f0e633874d379af90b299da3daf092b42246a)

Author SHA1 Message Date
Noah 039f0e6338 Fix some import paths 2019-12-27 16:46:38 -08:00
Noah 70f8e5b02a Add GoDoc link to README 2019-12-27 16:23:19 -08:00
Noah 40e451814e Add GitHub mirror information to README 2019-12-27 16:09:13 -08:00
Noah 2f5b498ca1 Add README, LICENSE and Examples 2019-12-27 16:06:24 -08:00
Noah e391e703bf Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
Noah 5450f40b3c render: Refactor Events System to Make Module Standalone
* Refactor the events used in lib/render/sdl to be more general-purpose
  to make librender a stand-alone library separate from Doodle.
2019-12-22 14:11:01 -08:00
Noah 3b01592e85 Eraser Tool, Brush Sizes
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
  to control the brush size.
  * Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
  and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
  you change them, so that Undo will set them back how they were instead
  of deleting the pixel entirely. Due to performance issues, this only
  happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
  an int reference.

Aforementioned performance issues:

* When we try to remember whole rects of pixels for drawing thick
  shapes, it requires a ton of scanning for each step of the shape. Even
  de-duplicating pixel checks, tons of extra reads are constantly
  checked.
* The Eraser is the only tool that absolutely needs to be able to
  remember wiped pixels AND have large brush sizes. The performance
  sucks and lags a bit if you erase a lot all at once, but it's a
  trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
  thick brushes, so the Undo action will simply delete your pixels and not
  reset them. Only the Eraser can bring back pixels.
2019-07-11 19:07:46 -07:00
Noah d499f34a87 Add Tool Bar to Editor Mode
* Toolbar has icon buttons for the Pencil Tool, Line Tool, Rect Tool,
  Actor Tool and Link Tool.
* Remove the tab buttons from the top of the Palette window. The palette
  tab is now toggled between Swatches and Doodads by the tool selected
  on the tool bar, instead of the tab buttons setting the tool.
* Remove the "Link Doodads" button from the Doodad Palette. The Link
  Tool has its own dedicated toolbar button with the others.
2019-07-03 20:24:04 -07:00
Noah 90857fdd28 Refactor Render Texture-Cache Interface
Since SDL2 is using in-memory bitmaps the same as Canvas engine, the
function names of the render.Engine interface have been cleaned up:

* NewTexture(filename, image) -> StoreTexture(name, image)
  Create a new cached texture with a given name.
* NewBitmap(filename) -> LoadTexture(name)
  Recall a stored texture with a given name.
* level.Chunk.ToBitmap uses simpler names for the textures instead of
  userdir.CacheFilename file-like paths.
2019-06-27 13:01:01 -07:00
Noah 0efc577fa7 Initial WebAssembly Build Target
* Initial WebAssembly build target for Doodle in the wasm/ folder.
* Add a new render.Engine implementation, lib/render/canvas that uses
  the HTML 5 Canvas API instead of SDL2 for the WebAssembly target.
  * Ported the basic DrawLine(), DrawBox() etc. functions from SDL2 to
    Canvas context2d API.
  * Fonts are handled with CSS embedded fonts named after the font
    filename and defined in wasm/index.html
* `make wasm` builds the WASM program, and `make wasm-serve` runs a dev
  Go server that hosts the WASM file for development. The server also
  watches the dev tree for *.go files and rebuilds the WASM binary
  automatically on change.
* This build "basically" runs the game. UI and fonts all work and mouse
  movements and clicks are detected. No wallpaper support yet or texture
  caching (which will crash the game as soon as you click and draw a
  pixel in your map!)
2019-06-26 18:40:40 -07:00
Noah cb365af3b9 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
Noah aceb7e7a7e UI: Add MainWindow Widget and start an example app
* MainWindow is ideal for apps that just want a UI and
  don't manage their own SDL windows.
* The example app will grow into a series of demos that
  test the UI toolkit to help fix bugs and grow features.
2019-06-08 17:03:59 -07:00
Noah aaa795245a UI: Fix packing bug in the GUITest 2019-04-19 15:08:00 -07:00
Noah 6af64edf68 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
Noah ed1759e73e Port over code from old collision dev PR 2019-04-09 19:17:56 -07:00
Noah f8d95313c5 Clean up extra log modules 2019-04-09 17:47:03 -07:00
Noah 7661f9873c 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