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* Added sliding around solid tilesKelly Rauchenberger2021-03-111-0/+1
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* Fixed improperly calculated sprite hitboxesKelly Rauchenberger2021-03-111-4/+4
| | | | | | Also made sprite hitboxes bigger. #15
* switch_claus starts talking when he gets yaKelly Rauchenberger2021-03-091-0/+3
| | | | | | Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid. #10
* Added connection between mirror map and hallucination_interiorKelly Rauchenberger2021-03-071-2/+2
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* Added MirrorSystemKelly Rauchenberger2021-03-051-0/+2
| | | | This is really just for letting one sprite mirror another's movement and animation. I tried doing it in the BehaviourSystem, but you get stuttering if you do it earlier in the loop than the CharacterSystem, so I ended up having to make a new system just for this thing that will not happen very often.
* Started writing the Mixolydia scene!Kelly Rauchenberger2021-03-011-2/+2
| | | | | | Looking pretty good so far. TODO: direction facing functions have inverted Y coordinate. confusion expression doesn't exist yet. rest of scene.
* Added background music (defined on a per-map basis)Kelly Rauchenberger2021-02-271-0/+4
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* Removed sprite shadow while on a ladderKelly Rauchenberger2021-02-241-4/+4
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* Re-dumped hallucination map/tilesetKelly Rauchenberger2021-02-221-1/+1
| | | | | | The hallucination cliff area and the hot spring map have also been dumped now, but they have not been tested and likely need work because they use a third layer, which is not yet supported. However these all share a tileset now, yay! I added collision and run sounds back to the tiles and hopefully it matches up with what it was before. Also the maps have nicer names now. i.e. big change with no noticeable effects
* Added variable movement speedKelly Rauchenberger2021-02-201-1/+1
| | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs.
* Added a randomly wandering Ionia to the mapKelly Rauchenberger2021-02-201-4/+10
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* Made some sprites persist between map changesKelly Rauchenberger2021-02-171-2/+40
| | | | | | 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 map fadeoutsKelly Rauchenberger2021-02-141-0/+2
| | | | Screen fadeouts and map fadeouts are now handled by the effect system.
* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-1/+1
| | | | | | | | 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 Rauchenberger2021-02-121-1/+1
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* Player is no longer controllable during map transitionsKelly Rauchenberger2021-02-101-0/+1
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* 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 Rauchenberger2021-02-101-1/+1
| | | | 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 Rauchenberger2021-02-091-42/+1
| | | | 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 trigger zones to the mapKelly Rauchenberger2021-02-091-2/+9
| | | | Walking into a trigger zone runs a script.
* Maps can contain named points of interest called warpsKelly Rauchenberger2021-02-091-1/+1
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* Entity prototypes can be stored in the map file nowKelly Rauchenberger2021-02-091-5/+7
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* Added sound and animation changes to scriptingKelly Rauchenberger2021-02-061-5/+5
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* Added sprite interactionKelly Rauchenberger2021-02-061-0/+1
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* Added collision with other spritesKelly Rauchenberger2021-02-061-0/+1
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* Added FlintKelly Rauchenberger2021-02-061-0/+4
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* Added collidable object cacheKelly Rauchenberger2021-02-061-0/+1
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* Organised resources folderKelly Rauchenberger2021-02-051-5/+5
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* Created script systemKelly Rauchenberger2021-02-051-0/+2
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* Added text boxesKelly Rauchenberger2021-02-041-2/+1
| | | | | | 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 cutscene bars (and resized game)Kelly Rauchenberger2021-02-031-0/+2
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* Main loop exit guardKelly Rauchenberger2021-02-031-5/+1
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* Added input systemKelly Rauchenberger2021-02-031-31/+12
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* Converted Party into CharacterSystemKelly Rauchenberger2021-02-031-10/+8
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* Added animation systemKelly Rauchenberger2021-02-031-11/+13
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* Added camera systemKelly Rauchenberger2021-02-031-8/+14
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* Pulled transform stuff into a system (starting to do ECS stuff)Kelly Rauchenberger2021-02-031-1/+4
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* Added "bumping into something while running" sfxKelly Rauchenberger2021-02-021-3/+5
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* Fixed movement speed to be more like the gameKelly Rauchenberger2021-02-021-1/+1
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* Added moving cameraKelly Rauchenberger2021-02-021-0/+6
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* Using tmxlite instead of TilesonKelly Rauchenberger2021-02-021-1/+4
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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/+2
| | | | 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.
* Added BoneyKelly Rauchenberger2021-01-311-0/+2
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* Added DusterKelly Rauchenberger2021-01-311-2/+2
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* Added KumatoraKelly Rauchenberger2021-01-311-4/+4
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* Made use of new sprite sheet data!Kelly Rauchenberger2021-01-311-0/+2
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* Added crouching/runningKelly Rauchenberger2021-01-301-0/+4
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* ESC quits the game nowKelly Rauchenberger2021-01-301-1/+1
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* Abstracted frame timing stuffKelly Rauchenberger2021-01-301-13/+7
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* Added standing/walking animationsKelly Rauchenberger2021-01-301-3/+15
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