summary refs log tree commit diff stats
Commit message (Collapse)AuthorAgeFilesLines
* Added a debug consoleKelly Rauchenberger2021-02-2114-2/+150
| | | | | | | | Open it by pressing backtick, close it by hitting escape. Pressing backtick does not open it in release builds. Current shortcomings: opening it for the first time also types a backtick for some reason, but not on subsequent times. Also, it doesn't create a coroutine, so any script function that yields is going to fail. This also added a "is gameplay paused" flag to Game, which will be useful for adding a pause menu.
* Added sprite pausingKelly Rauchenberger2021-02-217-3/+38
| | | | | | All sprites are now paused when a cutscene starts and unpaused when it ends. Pausing means that the CharacterSystem and BehaviourSystem will not process them in their tick. This allows specific sprites to be unpaused during cutscenes if movement is needed. The player character is halted and made non-controllable by the script when the cutscene starts and made controllable again when it ends. It is important to remember that if interacting with a sprite that might be moving, you have to manually call Halt() on them in their script to make them stop moving.
* Added variable movement speedKelly Rauchenberger2021-02-2010-12/+23
| | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs.
* Added enclosure zonesKelly Rauchenberger2021-02-206-1/+63
| | | | A sprite with an enclosure zone will collide with it if it attempts to leave the area defined by the zone. This is used to make sure that wandering sprites don't end up in weird places.
* Added a randomly wandering Ionia to the mapKelly Rauchenberger2021-02-2011-6/+99
|
* Added Duster idle animationKelly Rauchenberger2021-02-201-5/+5
|
* Added Kumatora idle animationKelly Rauchenberger2021-02-201-8/+8
|
* Added Boney idle animationKelly Rauchenberger2021-02-201-8/+8
|
* Added Lucas blinking idle animationKelly Rauchenberger2021-02-201-5/+5
|
* Added IoniaKelly Rauchenberger2021-02-203-0/+164
|
* Added documentation to the message-related script functionsKelly Rauchenberger2021-02-181-0/+23
|
* Spawnblocked map sprites with already-used namesKelly Rauchenberger2021-02-181-0/+4
| | | | i.e. Map prototypes and triggers will not be instantiated upon loading the map if there is a persistent sprite with the same name. This is important because the Claus that joins your party is originally a map prototype.
* Started adding event where Claus joins the partyKelly Rauchenberger2021-02-188-3/+154
|
* Made some sprites persist between map changesKelly Rauchenberger2021-02-1713-94/+111
| | | | | | The player party characters are now initialised at the start of the game and are no longer re-created after every map change. The script system takes care of moving the player into the correct position on the new map. Deleted sprite IDs are now reused the next time a sprite is created, instead of throwing out everything between maps.
* Added expressions (currently just surprise)Kelly Rauchenberger2021-02-176-1/+62
|
* Added scriptable camera panningKelly Rauchenberger2021-02-165-15/+120
|
* Added Kumatora talking animationKelly Rauchenberger2021-02-152-2/+10
|
* Wrote some dialogue for the Doria eventKelly Rauchenberger2021-02-151-4/+26
|
* Added heart glyph and gamestate script objectKelly Rauchenberger2021-02-155-3/+16
|
* Added DoriaKelly Rauchenberger2021-02-155-1/+224
| | | | Things to note about her: she does not have walking animations in the intercardinal directions. Also her disappearing animation needs a higher frame rate than the 30 FPS we currently have.
* Added camera shake to lightning eventKelly Rauchenberger2021-02-156-3/+71
|
* Added map fadeoutsKelly Rauchenberger2021-02-1411-25/+190
| | | | Screen fadeouts and map fadeouts are now handled by the effect system.
* Added sfx to electrocution eventKelly Rauchenberger2021-02-135-1/+11
|
* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-1323-36/+190
| | | | | | | | Sprites can be destroyed now, which really just means that their index is removed from the list of active sprites. The actual memory is not freed until all sprites are deleted on map change. Sprite layers are introduced. All sprites by default are on layer 0 (Normal) which renders them in between the lower and upper map layers. There is also a layer 1 (Above) that renders above the upper map layer, and the sprite for the lightning strike uses this layer in order to not be hidden by the trees. Fixed a bug where waiting for the end of a non-looping animation would trip the flag immediately upon the final frame activating, instead of waiting the length of the last frame.
* Added non-looping animationsKelly Rauchenberger2021-02-138-13/+67
| | | | Lucas can get electrocuted now.
* Player is a bit lower on screen nowKelly Rauchenberger2021-02-131-1/+1
|
* Added sprite shadowsKelly Rauchenberger2021-02-137-0/+16
|
* Got correct sprites for message arrowsKelly Rauchenberger2021-02-124-13/+18
|
* Added sfx for selecting message choicesKelly Rauchenberger2021-02-123-0/+8
|
* Added tile-sized invisible spritesKelly Rauchenberger2021-02-124-3/+46
| | | | These are used when you want a solid, interactable object that is part of the map instead of sprite animated (e.g. the mailboxes).
* Scripts are organised per-map nowKelly Rauchenberger2021-02-1215-35/+44
|
* Added message bulletsKelly Rauchenberger2021-02-126-18/+37
|
* Flint uses talking animation in script0001 nowKelly Rauchenberger2021-02-112-1/+12
|
* Added choice promptsKelly Rauchenberger2021-02-118-39/+127
| | | | "A presses" are also no longer special values in the lines list, but are rather a field on the MessageLine object.
* Dark green map2 tile should be solidKelly Rauchenberger2021-02-101-2/+2
|
* Player movement/input is halted during cutscenesKelly Rauchenberger2021-02-107-2/+30
|
* Player is no longer controllable during map transitionsKelly Rauchenberger2021-02-105-6/+12
|
* Removed out-of-bounds tile collisionKelly Rauchenberger2021-02-101-4/+10
| | | | This allows running off screen for a map transition to happen without bumping into something that isn't there.
* loadMap requires a direction now, so party trails are set up correctlyKelly Rauchenberger2021-02-106-9/+15
|
* Running is preserved across screen transitionsKelly Rauchenberger2021-02-104-13/+45
|
* Direction is preserved across map transitions nowKelly Rauchenberger2021-02-102-1/+53
|
* Fixed running sound looping infinitely after running into map changeKelly Rauchenberger2021-02-103-4/+14
|
* Fixed cmake warnings from SDL2_image/mixerKelly Rauchenberger2021-02-103-2/+2
|
* Fixed audio popping from speaking tonesKelly Rauchenberger2021-02-105-0/+0
| | | | The fix was done by adding a fade in and fade out to the sound files.
* Added fade out around map changeKelly Rauchenberger2021-02-109-12/+59
| | | | Also moved script system first in the loop so that the camera can catch up before rendering. Also added a map change from map 2 back to map 1.
* When changing map, place whole party at the warpKelly Rauchenberger2021-02-101-4/+6
|
* Fixed issue with walking vertically into solid spritesKelly Rauchenberger2021-02-101-6/+6
|
* Map changing!Kelly Rauchenberger2021-02-0920-67/+846
| | | | Also removed some dependencies on the Renderer. More changes need to be made. Fading to black before the change would be good. And making sure the characters are facing the right direction. Maybe that code shouldn't live in Game, either. Later we also want to combine the tilesets for these two maps (and any others that are on Tanetane).
* Added trigger zones to the mapKelly Rauchenberger2021-02-0910-19/+88
| | | | Walking into a trigger zone runs a script.
* Maps can contain named points of interest called warpsKelly Rauchenberger2021-02-094-2/+15
|