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* Improved eight-direction pathfindingStar Rauchenberger2021-07-062-20/+39
| | | | | | | | | | In the past, not using the "cardinal directions only" flag resulted in awkward and unintuitive paths. Two changes were made to the algorithm to improve these paths. One, nodes in the graph are now a pair of a position and the direction taken to get there. This way, a small penalty can be applied whenever a turn is taken, which should incentivise paths with fewer turns (which should be simpler). This change theoretically affects the cardinal mode as well, but in practice it is unlikely to change the paths that would've been generated. This also multiplies the search space by eight (four in cardinal mode), but so far it does not appear to be a significant resource drain. Two, the heuristic used in eight-directions mode is now octile distance, instead of dominant axis distance. Additionally, the real cost of moving diagonally is ~sqrt(2) instead of 1. This somewhat disincentivises diagonal movement, since it is no longer considered the same as cardinal movement (even though cardinal and diagonal movement occurs at the same speed), but the turning penalty makes moving diagonally more favourable than zigzagging cardinally to reach a diagonal destination. Most scripted movement in the game is likely to use cardinal mode because that mirrors the way most scripted movement in Mother 3 works, but in some cases (the Hinawa event on the cliff) diagonal movement just looks better, and thus it's useful to have the improved pathfinding algorithm.
* Added moonwalking to pathfinding behaviourStar Rauchenberger2021-07-064-2/+10
| | | | This flag will make the sprite appear to be walking backwards.
* Added beginning of Hinawa eventStar Rauchenberger2021-07-063-3/+110
| | | | #28
* Added the ability to pan camera to a warp pointStar Rauchenberger2021-07-065-2/+29
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* Added "floating" sprite attributeStar Rauchenberger2021-07-065-4/+13
| | | | Sprites with this flag enabled will ignore map collision.
* Made the "everyone looks at mirror" behaviour into a background scriptStar Rauchenberger2021-07-052-6/+6
| | | | This simplifies it a bit, because it no longer needs to constantly check that we are on the right map. It is linked to the mirror's edge.
* Added background scriptsStar Rauchenberger2021-07-056-2/+38
| | | | Background scripts are scripts that are launched when a map is loaded. They differ in use from a map's init script in that they are expected to contain an infinite loop. These scripts are linked to a sprite and will be killed when that sprite is destroyed (usually when the map is unloaded, but if the sprite is made persistent then it may last longer). The thread running the script is given no warning that it is being killed; the coroutine is simply never called again, and the thread is disposed of. Because of this, background scripts MUST ensure the game is in a consistent state before coroutine yielding, because it is not guaranteed that the coroutine will ever be called again.
* Added fading in/out spritesStar Rauchenberger2021-07-055-2/+38
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* Added ghost!Hinawa spriteStar Rauchenberger2021-07-053-0/+213
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* Added sprite opacityStar Rauchenberger2021-07-054-3/+18
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* [switch route] Lucas strangled animationsStar Rauchenberger2021-03-181-1/+4
| | | | | | They don't quite mesh with the Mecha Drago though. Will have to work on that. #10
* Ripped Mecha Drago spriteStar Rauchenberger2021-03-183-0/+94
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* [switch route] Created Drago Plateau mapStar Rauchenberger2021-03-174-0/+1253
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* [switch route] Added backwards RGYY musicStar Rauchenberger2021-03-173-1/+4
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* [switch route] Started working on switching sceneStar Rauchenberger2021-03-173-4/+311
| | | | #10
* Tweaked switch_claus yes branch textStar Rauchenberger2021-03-151-1/+1
| | | | #10
* Added Lucky spriteStar Rauchenberger2021-03-143-0/+118
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* Added Baccio spriteStar Rauchenberger2021-03-143-0/+103
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* Added Shimmy Zmizz spriteStar Rauchenberger2021-03-143-0/+92
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* Added OJ spriteStar Rauchenberger2021-03-143-0/+108
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* Added Magic (DCMC) to hallucination_interiorStar Rauchenberger2021-03-142-1/+31
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* Added debug info to Script objectStar Rauchenberger2021-03-132-0/+5
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* Sound volume is controllable from settings menuStar Rauchenberger2021-03-133-3/+21
| | | | #7
* Disabled mute shortcut while on menuStar Rauchenberger2021-03-131-5/+7
| | | | | | Mostly because pressing M while the settings menu is open would not cause the music slider to go down automatically. #7
* Music volume is controllable from settings menuStar Rauchenberger2021-03-134-2/+35
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* Added sliders to the settings menuStar Rauchenberger2021-03-137-4/+117
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* Added submenusStar Rauchenberger2021-03-137-53/+137
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* Sound effects are paused on the pause menuStar Rauchenberger2021-03-133-0/+14
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* Added pause menu open and close soundStar Rauchenberger2021-03-135-7/+25
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* Added option to exit area from pause menu on supported mapsStar Rauchenberger2021-03-136-2/+21
| | | | #7
* Pause menu commands can do somethingStar Rauchenberger2021-03-135-1/+30
| | | | #7
* Added cursor wrapping to pause menuStar Rauchenberger2021-03-131-10/+16
| | | | #7
* Menu cursor should start at the top when openedStar Rauchenberger2021-03-131-0/+2
| | | | Even if it was left on a different option before closing the menu.
* Player can move cursor on pause menuStar Rauchenberger2021-03-134-0/+32
| | | | #7
* Added cursor to pause menuStar Rauchenberger2021-03-134-0/+38
| | | | #7
* Rendered pause menu during animationStar Rauchenberger2021-03-132-62/+112
| | | | Also, the game is not rendered at all if the pause menu is totally open, which makes sense because why are we going to the effort to render it and then just colour over it.
* Rendered some menu optionsStar Rauchenberger2021-03-136-1/+88
| | | | #7
* Added pause menu opening and closing animationStar Rauchenberger2021-03-134-12/+86
| | | | #7
* Created Interpolation abstractionStar Rauchenberger2021-03-135-64/+65
| | | | This simplifies EffectSystem quite a bit, and will be useful in other classes.
* Created MenuSystemStar Rauchenberger2021-03-135-1/+27
| | | | | | It currently has nothing in it. #7
* Added Magic (from the DCMC)Star Rauchenberger2021-03-123-0/+100
| | | | #16
* [Finale] text from Alive for if you saw DoriaStar Rauchenberger2021-03-121-0/+43
| | | | | | Also added a subroutine that delays execution for X milliseconds of player movement. #20
* Interacting with Kuma and Duster in the finaleStar Rauchenberger2021-03-125-70/+44
| | | | | | The hot spring is also a little bigger now, because I'm using an enclosure to keep Lucas in, instead of setting the tiles to being solid or not. #20
* Prevented bonking if you moved on at least one axisStar Rauchenberger2021-03-121-5/+6
| | | | #18
* "switch_claus" event pans to focus on ClausStar Rauchenberger2021-03-111-0/+3
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* Made default sprite hitboxes slightly narrowerStar Rauchenberger2021-03-112-6/+6
| | | | This includes the player characters. It was impossible to access the Time Passage mailbox with the wider hitbox because the player would continuously slide between the solid tiles to either side of it.
* Added start points for finale sceneStar Rauchenberger2021-03-113-2/+28
| | | | #20
* Created finale mapStar Rauchenberger2021-03-114-0/+147
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* Delete the Github action for nowStar Rauchenberger2021-03-111-47/+0
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* Add auto-building on pushStar Rauchenberger2021-03-111-0/+47
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