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path: root/src/character_system.cpp
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* Added sliding around solid tilesKelly Rauchenberger2021-03-111-1/+1
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* Simplified collision detection outputKelly Rauchenberger2021-03-111-29/+18
| | | | It is no longer split into horizontal and vertical results. Also, the collision detection routine now does the work of calculating an adjusted position, instead of the caller (CharacterSystem) having to do it. This will be useful for #3.
* switch_claus starts talking when he gets yaKelly Rauchenberger2021-03-091-0/+17
| | | | | | Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid. #10
* Started writing the Mixolydia scene!Kelly Rauchenberger2021-03-011-0/+1
| | | | | | Looking pretty good so far. TODO: direction facing functions have inverted Y coordinate. confusion expression doesn't exist yet. rest of scene.
* Added A* pathfindingKelly Rauchenberger2021-02-271-1/+1
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* Added sprite bobbing (for Lucas underwater)Kelly Rauchenberger2021-02-261-0/+3
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* Disabled crouching/running in the underwater mapKelly Rauchenberger2021-02-261-1/+2
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* Added first underwater mapKelly Rauchenberger2021-02-261-0/+3
| | | | Also spruced up the event that takes you there. Also fixed an issue where transplantParty wouldn't take the medium of the new position into consideration. Also added a constructor to the lua version of vec2i.
* Lucas wades into hot spring alone when Ionia is thereKelly Rauchenberger2021-02-251-0/+12
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* Added animation for being in a hot springKelly Rauchenberger2021-02-241-2/+21
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* Fixed party trails when running on a ladderKelly Rauchenberger2021-02-241-36/+58
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* Removed more manual animation stuffKelly Rauchenberger2021-02-241-8/+0
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* Made it so you can use shift to stop running on a ladderKelly Rauchenberger2021-02-241-4/+4
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* Removed sprite shadow while on a ladderKelly Rauchenberger2021-02-241-0/+2
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* Removed manual animation stuffKelly Rauchenberger2021-02-241-1/+1
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* Started working on laddersKelly Rauchenberger2021-02-241-29/+93
| | | | | | | | | | | 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 clipping mode (for testing!)Kelly Rauchenberger2021-02-231-3/+3
| | | | This allows walking through solid objects. It can be enabled and disabled using StartClipping() and StopClipping() in the debug console. It should not be used in any actual scripts.
* 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 sprite pausingKelly Rauchenberger2021-02-211-1/+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 Rauchenberger2021-02-201-4/+7
| | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs.
* Made some sprites persist between map changesKelly Rauchenberger2021-02-171-8/+26
| | | | | | 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 lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-0/+7
| | | | | | | | 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.
* Scripts are organised per-map nowKelly Rauchenberger2021-02-121-2/+2
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* Player movement/input is halted during cutscenesKelly Rauchenberger2021-02-101-0/+12
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* loadMap requires a direction now, so party trails are set up correctlyKelly Rauchenberger2021-02-101-1/+5
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* Running is preserved across screen transitionsKelly Rauchenberger2021-02-101-12/+17
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* Fixed running sound looping infinitely after running into map changeKelly Rauchenberger2021-02-101-0/+8
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* Added trigger zones to the mapKelly Rauchenberger2021-02-091-0/+13
| | | | Walking into a trigger zone runs a script.
* Characters added to a party now tween to their starting position instead of ↵Kelly Rauchenberger2021-02-061-2/+13
| | | | teleporting
* Moved some collision stuff into the TransformSystemKelly Rauchenberger2021-02-061-49/+8
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* Organised resources folderKelly Rauchenberger2021-02-051-1/+1
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* Added running soundsKelly Rauchenberger2021-02-031-0/+23
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* Added input systemKelly Rauchenberger2021-02-031-133/+138
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* Converted Party into CharacterSystemKelly Rauchenberger2021-02-031-0/+229