Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Added moonwalking to pathfinding behaviour | Star Rauchenberger | 2021-07-06 | 3 | -1/+8 |
| | | | | This flag will make the sprite appear to be walking backwards. | ||||
* | Added beginning of Hinawa event | Star Rauchenberger | 2021-07-06 | 1 | -2/+2 |
| | | | | #28 | ||||
* | Added the ability to pan camera to a warp point | Star Rauchenberger | 2021-07-06 | 4 | -2/+25 |
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* | Added "floating" sprite attribute | Star Rauchenberger | 2021-07-06 | 5 | -4/+13 |
| | | | | Sprites with this flag enabled will ignore map collision. | ||||
* | Added background scripts | Star Rauchenberger | 2021-07-05 | 5 | -2/+24 |
| | | | | Background scripts are scripts that are launched when a map is loaded. They differ in use from a map's init script in that they are expected to contain an infinite loop. These scripts are linked to a sprite and will be killed when that sprite is destroyed (usually when the map is unloaded, but if the sprite is made persistent then it may last longer). The thread running the script is given no warning that it is being killed; the coroutine is simply never called again, and the thread is disposed of. Because of this, background scripts MUST ensure the game is in a consistent state before coroutine yielding, because it is not guaranteed that the coroutine will ever be called again. | ||||
* | Added fading in/out sprites | Star Rauchenberger | 2021-07-05 | 4 | -2/+24 |
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* | Added sprite opacity | Star Rauchenberger | 2021-07-05 | 3 | -3/+9 |
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* | Added debug info to Script object | Star Rauchenberger | 2021-03-13 | 2 | -0/+5 |
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* | Sound volume is controllable from settings menu | Star Rauchenberger | 2021-03-13 | 3 | -3/+21 |
| | | | | #7 | ||||
* | Disabled mute shortcut while on menu | Star Rauchenberger | 2021-03-13 | 1 | -5/+7 |
| | | | | | | Mostly because pressing M while the settings menu is open would not cause the music slider to go down automatically. #7 | ||||
* | Music volume is controllable from settings menu | Star Rauchenberger | 2021-03-13 | 4 | -2/+35 |
| | | | | #7 | ||||
* | Added sliders to the settings menu | Star Rauchenberger | 2021-03-13 | 5 | -4/+117 |
| | | | | #7 | ||||
* | Added submenus | Star Rauchenberger | 2021-03-13 | 6 | -53/+137 |
| | | | | #7 | ||||
* | Sound effects are paused on the pause menu | Star Rauchenberger | 2021-03-13 | 3 | -0/+14 |
| | | | | #7 | ||||
* | Added pause menu open and close sound | Star Rauchenberger | 2021-03-13 | 3 | -7/+25 |
| | | | | #7 | ||||
* | Added option to exit area from pause menu on supported maps | Star Rauchenberger | 2021-03-13 | 3 | -2/+18 |
| | | | | #7 | ||||
* | Pause menu commands can do something | Star Rauchenberger | 2021-03-13 | 4 | -1/+30 |
| | | | | #7 | ||||
* | Added cursor wrapping to pause menu | Star Rauchenberger | 2021-03-13 | 1 | -10/+16 |
| | | | | #7 | ||||
* | Menu cursor should start at the top when opened | Star Rauchenberger | 2021-03-13 | 1 | -0/+2 |
| | | | | Even if it was left on a different option before closing the menu. | ||||
* | Player can move cursor on pause menu | Star Rauchenberger | 2021-03-13 | 3 | -0/+32 |
| | | | | #7 | ||||
* | Added cursor to pause menu | Star Rauchenberger | 2021-03-13 | 3 | -0/+38 |
| | | | | #7 | ||||
* | Rendered pause menu during animation | Star Rauchenberger | 2021-03-13 | 2 | -62/+112 |
| | | | | 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. | ||||
* | Rendered some menu options | Star Rauchenberger | 2021-03-13 | 5 | -1/+87 |
| | | | | #7 | ||||
* | Added pause menu opening and closing animation | Star Rauchenberger | 2021-03-13 | 4 | -12/+86 |
| | | | | #7 | ||||
* | Created Interpolation abstraction | Star Rauchenberger | 2021-03-13 | 4 | -64/+64 |
| | | | | This simplifies EffectSystem quite a bit, and will be useful in other classes. | ||||
* | Created MenuSystem | Star Rauchenberger | 2021-03-13 | 4 | -1/+26 |
| | | | | | | It currently has nothing in it. #7 | ||||
* | Interacting with Kuma and Duster in the finale | Star Rauchenberger | 2021-03-12 | 1 | -1/+2 |
| | | | | | | The hot spring is also a little bigger now, because I'm using an enclosure to keep Lucas in, instead of setting the tiles to being solid or not. #20 | ||||
* | Prevented bonking if you moved on at least one axis | Star Rauchenberger | 2021-03-12 | 1 | -5/+6 |
| | | | | #18 | ||||
* | Made default sprite hitboxes slightly narrower | Star Rauchenberger | 2021-03-11 | 2 | -6/+6 |
| | | | | This includes the player characters. It was impossible to access the Time Passage mailbox with the wider hitbox because the player would continuously slide between the solid tiles to either side of it. | ||||
* | Added sliding around solid tiles | Kelly Rauchenberger | 2021-03-11 | 5 | -3/+78 |
| | | | | #3 | ||||
* | Simplified collision detection output | Kelly Rauchenberger | 2021-03-11 | 5 | -87/+75 |
| | | | | It is no longer split into horizontal and vertical results. Also, the collision detection routine now does the work of calculating an adjusted position, instead of the caller (CharacterSystem) having to do it. This will be useful for #3. | ||||
* | Fixed improperly calculated sprite hitboxes | Kelly Rauchenberger | 2021-03-11 | 3 | -14/+14 |
| | | | | | | Also made sprite hitboxes bigger. #15 | ||||
* | switch_claus starts talking when he gets ya | Kelly Rauchenberger | 2021-03-09 | 6 | -0/+28 |
| | | | | | | Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid. #10 | ||||
* | Added text for "yes" path of "let's switch places" | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+1 |
| | | | | #10 | ||||
* | Added "let's switch places!" Claus sprite | Kelly Rauchenberger | 2021-03-09 | 3 | -16/+25 |
| | | | | | | 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 | ||||
* | Split collision detection into two phases, horizontal and vertical | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+24 |
| | | | | | | The whole function should probably be refactored at some point, possibly like therapy5's but that may be too complicated. #14 | ||||
* | Added connection between mirror map and hallucination_interior | Kelly Rauchenberger | 2021-03-07 | 1 | -2/+2 |
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* | Idling in front of the mirror faces you toward it | Kelly Rauchenberger | 2021-03-06 | 1 | -1/+8 |
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* | The mirror reflection changes to Claus, Ionia, and Wess | Kelly Rauchenberger | 2021-03-06 | 1 | -0/+3 |
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* | Added MirrorSystem | Kelly Rauchenberger | 2021-03-05 | 9 | -0/+93 |
| | | | | 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 layer | Kelly Rauchenberger | 2021-03-05 | 7 | -5/+49 |
| | | | | 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. | ||||
* | Implemented circle transition effect (for exit area) | Kelly Rauchenberger | 2021-03-05 | 4 | -1/+90 |
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* | Set default collision bounds for map sprites | Kelly Rauchenberger | 2021-03-03 | 1 | -2/+2 |
| | | | | Since it's always the same ones anyway, might as well set defaults and allow them to be overridden. | ||||
* | Handled case where a pathfollowing sprite overshoots its destination | Kelly Rauchenberger | 2021-03-02 | 2 | -0/+16 |
| | | | | This may happen due to lag or due to debugging with lldb. What happens is that 60 times a second, the engine will check whether the direction toward the current endpoint is equal to the direction in the pathfinding instruction, and if it isn't (because the sprite has gone past the endpoint) then it sets the sprite's position to the endpoint instantly so that the pathfinding can continue. | ||||
* | Fixed inverted Y coordinate of directionFacingPoint functions | Kelly Rauchenberger | 2021-03-01 | 1 | -2/+2 |
| | | | | It's because the game's coordinate system has Y increasing downward, whereas the coordinate system used by the trig functions has Y increasing upward. | ||||
* | Started writing the Mixolydia scene! | Kelly Rauchenberger | 2021-03-01 | 5 | -3/+27 |
| | | | | | | Looking pretty good so far. TODO: direction facing functions have inverted Y coordinate. confusion expression doesn't exist yet. rest of scene. | ||||
* | Added (human) Mixolydia sprite | Kelly Rauchenberger | 2021-03-01 | 3 | -0/+4 |
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* | Simplified "animation" map sprite parameter | Kelly Rauchenberger | 2021-02-28 | 1 | -1/+1 |
| | | | | The filenames for these are fairly regular, and we're gonna want to abstract it away further later on anyway. | ||||
* | Pathfinding should be more biased toward straight lines now | Kelly Rauchenberger | 2021-02-28 | 1 | -2/+4 |
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* | Added A* pathfinding | Kelly Rauchenberger | 2021-02-27 | 10 | -9/+221 |
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