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* Added map fadeoutsKelly Rauchenberger2021-02-141-5/+0
| | | | Screen fadeouts and map fadeouts are now handled by the effect system.
* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-2/+5
| | | | | | | | 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.
* loadMap requires a direction now, so party trails are set up correctlyKelly Rauchenberger2021-02-101-1/+1
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* Added fade out around map changeKelly Rauchenberger2021-02-101-0/+5
| | | | 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 Rauchenberger2021-02-091-1/+3
| | | | 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).
* Added sound and animation changes to scriptingKelly Rauchenberger2021-02-061-1/+6
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* Added text boxesKelly Rauchenberger2021-02-041-0/+8
| | | | | | 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 input systemKelly Rauchenberger2021-02-031-7/+10
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* Added animation systemKelly Rauchenberger2021-02-031-13/+5
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* Added camera systemKelly Rauchenberger2021-02-031-27/+21
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* Pulled transform stuff into a system (starting to do ECS stuff)Kelly Rauchenberger2021-02-031-9/+13
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* Added moving cameraKelly Rauchenberger2021-02-021-0/+21
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* Using tmxlite instead of TilesonKelly Rauchenberger2021-02-021-7/+5
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* Map rendering Works but I don't want to use Tileson so I'm gonna change thatKelly Rauchenberger2021-02-021-0/+9
| | | | 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.
* Sprite animations are more generic than still/walk nowKelly Rauchenberger2021-01-301-2/+2
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* Added standing/walking animationsKelly Rauchenberger2021-01-301-0/+14
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* Added sprite Y sortingKelly Rauchenberger2021-01-301-7/+20
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* Encapsulated some player movement stuffKelly Rauchenberger2021-01-301-0/+7
| | | | Imported vector from therapy5
* Game now renders an image of LucasKelly Rauchenberger2021-01-301-0/+29