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* Added fading in/out spritesStar Rauchenberger2021-07-051-0/+19
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* The mirror reflection changes to Claus, Ionia, and WessKelly Rauchenberger2021-03-061-0/+3
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* Added animation slowdown effect (for Lucas underwater)Kelly Rauchenberger2021-02-261-0/+11
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* Added sprite bobbing (for Lucas underwater)Kelly Rauchenberger2021-02-261-0/+19
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* Added variable animation frame ratesKelly Rauchenberger2021-02-241-14/+30
| | | | Lucas's climbing animation now accurately uses 60fps and looks correct finally!
* Added shorthand for repeated frames in animationsKelly Rauchenberger2021-02-241-2/+10
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* Removed manual animation stuffKelly Rauchenberger2021-02-241-15/+0
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* Started working on laddersKelly Rauchenberger2021-02-241-2/+18
| | | | | | | | | | | TODO: * all the animations are weird. we will need to have an adjustable framerate bc the climbing animation does not look right at the current rate. (also remove the manual animation stuff ig) * does the medium stuff seem good and right? i am kinda not satisfied with it. * running onto a ladder causes the characters to bunch up bc the movement speed is slowed down but the trails are not doubled * no ladder running sound * shadows should vanish while on a ladder * uhh if you end a cutscene while on a ladder it resets the animation to "still" which is wrong. will this ever happen? idk * adding a sprite to your party while you are on a ladder??
* Added a debug consoleKelly Rauchenberger2021-02-211-0/+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 lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-7/+6
| | | | | | | | 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 Rauchenberger2021-02-131-8/+21
| | | | Lucas can get electrocuted now.
* Map changing!Kelly Rauchenberger2021-02-091-4/+2
| | | | 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).
* Converted Party into CharacterSystemKelly Rauchenberger2021-02-031-3/+5
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* Added animation systemKelly Rauchenberger2021-02-031-0/+122