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path: root/src/sprite.h
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* Added moonwalking to pathfinding behaviourStar Rauchenberger2021-07-061-0/+1
| | | | This flag will make the sprite appear to be walking backwards.
* Added "floating" sprite attributeStar Rauchenberger2021-07-061-0/+1
| | | | Sprites with this flag enabled will ignore map collision.
* Added fading in/out spritesStar Rauchenberger2021-07-051-1/+2
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* Added sprite opacityStar Rauchenberger2021-07-051-0/+1
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* Added sliding around solid tilesKelly Rauchenberger2021-03-111-0/+1
| | | | #3
* switch_claus starts talking when he gets yaKelly Rauchenberger2021-03-091-0/+2
| | | | | | Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid. #10
* Added "let's switch places!" Claus spriteKelly Rauchenberger2021-03-091-1/+3
| | | | | | He will wander randomly until you get close, and will then run at you. Talking to him or bumping into him does nothing currently. If you move out of his range of interest he will go back to wandering at a walking pace. #10
* Added MirrorSystemKelly Rauchenberger2021-03-051-0/+10
| | | | 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.
* Added the mask sprite layerKelly Rauchenberger2021-03-051-1/+3
| | | | 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.
* Added A* pathfindingKelly Rauchenberger2021-02-271-1/+15
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* Added animation slowdown effect (for Lucas underwater)Kelly Rauchenberger2021-02-261-0/+2
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* Added sprite bobbing (for Lucas underwater)Kelly Rauchenberger2021-02-261-1/+7
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* Disabled crouching/running in the underwater mapKelly Rauchenberger2021-02-261-0/+1
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* Added animation for being in a hot springKelly Rauchenberger2021-02-241-1/+2
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* Fixed party trails when running on a ladderKelly Rauchenberger2021-02-241-0/+1
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* Removed sprite shadow while on a ladderKelly Rauchenberger2021-02-241-0/+1
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* Added variable animation frame ratesKelly Rauchenberger2021-02-241-0/+1
| | | | Lucas's climbing animation now accurately uses 60fps and looks correct finally!
* Removed manual animation stuffKelly Rauchenberger2021-02-241-1/+0
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* Started working on laddersKelly Rauchenberger2021-02-241-0/+10
| | | | | | | | | | | 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 Rauchenberger2021-02-231-0/+1
| | | | 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 sprite pausingKelly Rauchenberger2021-02-211-0/+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 Rauchenberger2021-02-201-0/+1
| | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs.
* Added enclosure zonesKelly Rauchenberger2021-02-201-0/+1
| | | | A sprite with an enclosure zone will collide with it if it attempts to leave the area defined by the zone. This is used to make sure that wandering sprites don't end up in weird places.
* Added a randomly wandering Ionia to the mapKelly Rauchenberger2021-02-201-0/+3
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* Made some sprites persist between map changesKelly Rauchenberger2021-02-171-0/+1
| | | | | | 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/+8
| | | | | | | | 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.
* Added non-looping animationsKelly Rauchenberger2021-02-131-1/+7
| | | | Lucas can get electrocuted now.
* Added sprite shadowsKelly Rauchenberger2021-02-131-0/+1
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* Player is no longer controllable during map transitionsKelly Rauchenberger2021-02-101-0/+1
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* Map changing!Kelly Rauchenberger2021-02-091-1/+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 Rauchenberger2021-02-091-0/+2
| | | | Walking into a trigger zone runs a script.
* Added sprite interactionKelly Rauchenberger2021-02-061-1/+2
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* Added collidable object cacheKelly Rauchenberger2021-02-061-0/+3
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* Added running soundsKelly Rauchenberger2021-02-031-0/+3
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* Added input systemKelly Rauchenberger2021-02-031-2/+7
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* Converted Party into CharacterSystemKelly Rauchenberger2021-02-031-0/+17
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* Added animation systemKelly Rauchenberger2021-02-031-33/+13
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* Made use of new sprite sheet data!Kelly Rauchenberger2021-01-311-6/+8
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* Sprite animations are more generic than still/walk nowKelly Rauchenberger2021-01-301-4/+3
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* Added standing/walking animationsKelly Rauchenberger2021-01-301-1/+23
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* Added party following movementKelly Rauchenberger2021-01-301-2/+2
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* Encapsulated some player movement stuffKelly Rauchenberger2021-01-301-12/+7
| | | | Imported vector from therapy5
* Player character can move nowKelly Rauchenberger2021-01-301-0/+4
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* Game now renders an image of LucasKelly Rauchenberger2021-01-301-0/+33