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path: root/res/maps/map2.tmx
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* Added sprite pausingKelly Rauchenberger2021-02-211-0/+1
| | | | | | 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 Rauchenberger2021-02-201-0/+1
| | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs.
* Added enclosure zonesKelly Rauchenberger2021-02-201-1/+3
| | | | 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 Rauchenberger2021-02-201-1/+16
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* Started adding event where Claus joins the partyKelly Rauchenberger2021-02-181-1/+13
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* Added heart glyph and gamestate script objectKelly Rauchenberger2021-02-151-1/+1
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* Added DoriaKelly Rauchenberger2021-02-151-1/+17
| | | | 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 lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-1/+4
| | | | | | | | 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 Rauchenberger2021-02-131-1/+7
| | | | Lucas can get electrocuted now.
* Added tile-sized invisible spritesKelly Rauchenberger2021-02-121-2/+8
| | | | 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 Rauchenberger2021-02-121-1/+1
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* Dark green map2 tile should be solidKelly Rauchenberger2021-02-101-2/+2
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* Added fade out around map changeKelly Rauchenberger2021-02-101-1/+6
| | | | 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.
* Map changing!Kelly Rauchenberger2021-02-091-0/+712
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).