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path: root/src/transform_system.cpp
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* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-5/+17
| | | | | | | | 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.
* Removed out-of-bounds tile collisionKelly Rauchenberger2021-02-101-4/+10
| | | | This allows running off screen for a map transition to happen without bumping into something that isn't there.
* Fixed issue with walking vertically into solid spritesKelly Rauchenberger2021-02-101-6/+6
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* Map changing!Kelly Rauchenberger2021-02-091-0/+8
| | | | 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 Rauchenberger2021-02-091-11/+20
| | | | Walking into a trigger zone runs a script.
* Added collision with other spritesKelly Rauchenberger2021-02-061-29/+101
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* Added collidable object cacheKelly Rauchenberger2021-02-061-18/+61
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* Moved some collision stuff into the TransformSystemKelly Rauchenberger2021-02-061-0/+67
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* Added animation systemKelly Rauchenberger2021-02-031-4/+4
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* Pulled transform stuff into a system (starting to do ECS stuff)Kelly Rauchenberger2021-02-031-0/+20