| Commit message (Collapse) | Author | Age | Files | Lines |
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#7
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#7
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#7
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Also, the game is not rendered at all if the pause menu is totally open, which makes sense because why are we going to the effort to render it and then just colour over it.
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#7
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#7
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This layer is below the normal sprite layer. Sprites on it are only rendered within the area of a zone that is defined per-map.
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In the renderer, it's important to set the render target properly before any copying or drawing operations, especially if it's after a call to renderMessageLine, since that changes the render target.
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Map layers can have a flag on them that specifies that they should be rendered as part of the upper set (rendered above the normal sprite layer but below the above sprite layer).
Also added map connections between hallucination_interior and hallucination_cliff. And named the layers in the map files bc why not.
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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.
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Screen fadeouts and map fadeouts are now handled by the effect system.
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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.
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Lucas can get electrocuted now.
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"A presses" are also no longer special values in the lines list, but are rather a field on the MessageLine object.
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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.
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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).
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Walking into a trigger zone runs a script.
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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.
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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.
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Imported vector from therapy5
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