| Commit message (Collapse) | Author | Age | Files | Lines |
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#5
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This is the beginning of the second part, ending with Hinawa walking off the cliff, Kumatora/Duster/Boney bunched over on the right, and Lucas in the middle, where he'll have to decide who to go toward.
#28
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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.
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This flag will make the sprite appear to be walking backwards.
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#28
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Sprites with this flag enabled will ignore map collision.
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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.
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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.
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They don't quite mesh with the Mecha Drago though. Will have to work on that.
#10
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#10
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#10
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#10
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#10
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#7
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Mostly because pressing M while the settings menu is open would not cause the music slider to go down automatically.
#7
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#7
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#7
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#7
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#7
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#7
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#7
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#7
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#7
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Even if it was left on a different option before closing the menu.
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#7
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#7
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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.
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#7
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#7
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This simplifies EffectSystem quite a bit, and will be useful in other classes.
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It currently has nothing in it.
#7
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#16
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Also added a subroutine that delays execution for X milliseconds of player movement.
#20
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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
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#18
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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.
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#20
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