Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Rendered some menu options | Star Rauchenberger | 2021-03-13 | 1 | -0/+1 |
| | | | | #7 | ||||
* | Created Interpolation abstraction | Star Rauchenberger | 2021-03-13 | 1 | -0/+1 |
| | | | | This simplifies EffectSystem quite a bit, and will be useful in other classes. | ||||
* | Created MenuSystem | Star Rauchenberger | 2021-03-13 | 1 | -0/+1 |
| | | | | | | It currently has nothing in it. #7 | ||||
* | Added MirrorSystem | Kelly Rauchenberger | 2021-03-05 | 1 | -0/+1 |
| | | | | This is really just for letting one sprite mirror another's movement and animation. I tried doing it in the BehaviourSystem, but you get stuttering if you do it earlier in the loop than the CharacterSystem, so I ended up having to make a new system just for this thing that will not happen very often. | ||||
* | Added a debug console | Kelly Rauchenberger | 2021-02-21 | 1 | -0/+2 |
| | | | | | | | | 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 a randomly wandering Ionia to the map | Kelly Rauchenberger | 2021-02-20 | 1 | -0/+1 |
| | |||||
* | Added map fadeouts | Kelly Rauchenberger | 2021-02-14 | 1 | -0/+1 |
| | | | | Screen fadeouts and map fadeouts are now handled by the effect system. | ||||
* | Fixed cmake warnings from SDL2_image/mixer | Kelly Rauchenberger | 2021-02-10 | 1 | -2/+2 |
| | |||||
* | Created script system | Kelly Rauchenberger | 2021-02-05 | 1 | -0/+7 |
| | |||||
* | Added text boxes | Kelly Rauchenberger | 2021-02-04 | 1 | -0/+1 |
| | | | | | | Text now reveals itself and scrolls! Yay! It even plays speaker beeps. TODO: the arror indicating an A press is needed. Bullets on lines that need bullets. The header that says who the speaker is, if relevant. | ||||
* | Added cutscene bars (and resized game) | Kelly Rauchenberger | 2021-02-03 | 1 | -0/+1 |
| | |||||
* | Added input system | Kelly Rauchenberger | 2021-02-03 | 1 | -0/+1 |
| | |||||
* | Converted Party into CharacterSystem | Kelly Rauchenberger | 2021-02-03 | 1 | -1/+1 |
| | |||||
* | Added animation system | Kelly Rauchenberger | 2021-02-03 | 1 | -1/+1 |
| | |||||
* | Added camera system | Kelly Rauchenberger | 2021-02-03 | 1 | -0/+1 |
| | |||||
* | Pulled transform stuff into a system (starting to do ECS stuff) | Kelly Rauchenberger | 2021-02-03 | 1 | -0/+1 |
| | |||||
* | Added "bumping into something while running" sfx | Kelly Rauchenberger | 2021-02-02 | 1 | -0/+3 |
| | |||||
* | Using tmxlite instead of Tileson | Kelly Rauchenberger | 2021-02-02 | 1 | -3/+5 |
| | |||||
* | Map rendering Works but I don't want to use Tileson so I'm gonna change that | Kelly Rauchenberger | 2021-02-02 | 1 | -0/+3 |
| | | | | Mainly bc Tileson requires std::filesystem, which my clang is too old for apparently, and while I can use gcc instead I just want to not, I suppose. Also Tileson's API is very weird RE const correctness? Idk. And also being able to parse the tmx files rather than exporting to json would be preferable. | ||||
* | Added sprite Y sorting | Kelly Rauchenberger | 2021-01-30 | 1 | -0/+1 |
| | |||||
* | Encapsulated some player movement stuff | Kelly Rauchenberger | 2021-01-30 | 1 | -0/+1 |
| | | | | Imported vector from therapy5 | ||||
* | Game now renders an image of Lucas | Kelly Rauchenberger | 2021-01-30 | 1 | -0/+1 |
| | |||||
* | Imported renderer stuff from Ether | Kelly Rauchenberger | 2021-01-30 | 1 | -0/+7 |
| | |||||
* | Initial commit | Kelly Rauchenberger | 2021-01-30 | 1 | -0/+28 |