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* Pathfinding should be more biased toward straight lines nowKelly Rauchenberger2021-02-281-2/+4
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* Added A* pathfindingKelly Rauchenberger2021-02-2710-9/+221
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* Pressing M mutes/unmutes musicKelly Rauchenberger2021-02-271-0/+6
| | | | (except when the debug console is open)
* Added background music (defined on a per-map basis)Kelly Rauchenberger2021-02-276-4/+123
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* Exposed loadMapScripts to scripting engineKelly Rauchenberger2021-02-261-0/+6
| | | | This allows common functions to be stored in not per-map script files. Which is useful for code that we're going to want in a lot of places -- i.e. how every underwater map is going to have a copy of the same exit area function.
* Added animation slowdown effect (for Lucas underwater)Kelly Rauchenberger2021-02-263-1/+15
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* Added sprite bobbing (for Lucas underwater)Kelly Rauchenberger2021-02-266-2/+35
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* Disabled crouching/running in the underwater mapKelly Rauchenberger2021-02-263-2/+5
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* Added first underwater mapKelly Rauchenberger2021-02-262-1/+6
| | | | Also spruced up the event that takes you there. Also fixed an issue where transplantParty wouldn't take the medium of the new position into consideration. Also added a constructor to the lua version of vec2i.
* Lucas wades into hot spring alone when Ionia is thereKelly Rauchenberger2021-02-253-0/+17
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* Ionia randomly appears in the waterKelly Rauchenberger2021-02-251-0/+6
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* Fixed issue where debug console could be rendered onto message textKelly Rauchenberger2021-02-251-1/+10
| | | | 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.
* Added map init scriptsKelly Rauchenberger2021-02-243-2/+22
| | | | Map scripts also now actually run in their own lua thread.
* Ionia is in the water!Kelly Rauchenberger2021-02-243-0/+6
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* Added animation for being in a hot springKelly Rauchenberger2021-02-243-3/+25
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* Added running sound for vine laddersKelly Rauchenberger2021-02-241-1/+4
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* Fixed party trails when running on a ladderKelly Rauchenberger2021-02-243-36/+61
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* Removed more manual animation stuffKelly Rauchenberger2021-02-241-8/+0
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* Made it so you can use shift to stop running on a ladderKelly Rauchenberger2021-02-241-4/+4
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* Removed sprite shadow while on a ladderKelly Rauchenberger2021-02-244-5/+8
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* Added variable animation frame ratesKelly Rauchenberger2021-02-243-15/+33
| | | | Lucas's climbing animation now accurately uses 60fps and looks correct finally!
* Added shorthand for repeated frames in animationsKelly Rauchenberger2021-02-241-2/+10
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* Removed manual animation stuffKelly Rauchenberger2021-02-244-20/+1
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* Started working on laddersKelly Rauchenberger2021-02-249-35/+182
| | | | | | | | | | | 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 Rauchenberger2021-02-233-4/+6
| | | | 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.
* Generalized upper/lower layer map renderingKelly Rauchenberger2021-02-224-40/+70
| | | | | | 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.
* Fixed issue with double counting collisionsKelly Rauchenberger2021-02-221-4/+4
| | | | | | | | Because of an issue with how collision checking with sprites worked, it was possible that you could collide with a boundary twice (once when moving up to it, and once when moving from it to past it, instead of just one or the other) when moving up or left as long as the colliding sprite had the ID zero. This was causing a fun issue where the map change script from hallucination_interior to hallucination_cliff was getting triggered twice, but only every other time. Because we're using integers and not real numbers, we can make the boundary exclusive by adding one. The issue was also technically possible in the down and right directions, but only if the sprite ID was INT_MAX, which is unlikely to occur. It was decided that the former collision is the real one (if you start away from the boundary and then move into it).
* 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
* Entering an invalid debug command fails gracefullyKelly Rauchenberger2021-02-211-0/+5
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* Multiple scripts can be run at onceKelly Rauchenberger2021-02-212-18/+28
| | | | And they're all on their own threads again. This is mostly so debug commands can be run during execution of other scripts. But it can also be useful for map init scripts (if we want a script to run whenever a map is loaded, even though map loading is usually done by a script).
* Debug commands run inside a coroutine now yay!Kelly Rauchenberger2021-02-212-6/+16
| | | | Also it turns out you totally don't need the runner thread.
* Added copy-pasting into the debug consoleKelly Rauchenberger2021-02-211-0/+5
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* Added a debug consoleKelly Rauchenberger2021-02-2113-2/+148
| | | | | | | | 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.
* Added sprite pausingKelly Rauchenberger2021-02-214-3/+11
| | | | | | 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 Rauchenberger2021-02-209-12/+22
| | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs.
* Added enclosure zonesKelly Rauchenberger2021-02-205-0/+60
| | | | 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 Rauchenberger2021-02-209-5/+82
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* Spawnblocked map sprites with already-used namesKelly Rauchenberger2021-02-181-0/+4
| | | | i.e. Map prototypes and triggers will not be instantiated upon loading the map if there is a persistent sprite with the same name. This is important because the Claus that joins your party is originally a map prototype.
* Started adding event where Claus joins the partyKelly Rauchenberger2021-02-183-2/+16
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* Made some sprites persist between map changesKelly Rauchenberger2021-02-1712-85/+108
| | | | | | 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 expressions (currently just surprise)Kelly Rauchenberger2021-02-171-1/+9
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* Added scriptable camera panningKelly Rauchenberger2021-02-163-14/+79
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* Added camera shake to lightning eventKelly Rauchenberger2021-02-154-3/+52
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* Added map fadeoutsKelly Rauchenberger2021-02-148-14/+165
| | | | Screen fadeouts and map fadeouts are now handled by the effect system.
* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-1316-33/+135
| | | | | | | | 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 Rauchenberger2021-02-134-11/+31
| | | | Lucas can get electrocuted now.
* Player is a bit lower on screen nowKelly Rauchenberger2021-02-131-1/+1
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* Added sprite shadowsKelly Rauchenberger2021-02-135-0/+15
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* Got correct sprites for message arrowsKelly Rauchenberger2021-02-122-13/+18
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* Added sfx for selecting message choicesKelly Rauchenberger2021-02-121-0/+8
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