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* Lucas wades into hot spring alone when Ionia is thereKelly Rauchenberger2021-02-251-0/+2
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* Fixed party trails when running on a ladderKelly Rauchenberger2021-02-241-0/+2
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* Started working on laddersKelly Rauchenberger2021-02-241-0/+3
| | | | | | | | | | | 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 variable movement speedKelly Rauchenberger2021-02-201-1/+1
| | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs.
* Made some sprites persist between map changesKelly Rauchenberger2021-02-171-2/+2
| | | | | | 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/+2
| | | | | | | | 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.
* Player movement/input is halted during cutscenesKelly Rauchenberger2021-02-101-0/+2
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* Running is preserved across screen transitionsKelly Rauchenberger2021-02-101-0/+2
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* Fixed running sound looping infinitely after running into map changeKelly Rauchenberger2021-02-101-0/+2
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* Added running soundsKelly Rauchenberger2021-02-031-0/+2
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* Added input systemKelly Rauchenberger2021-02-031-1/+13
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* Converted Party into CharacterSystemKelly Rauchenberger2021-02-031-0/+32