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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-02-18 12:35:45 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-02-18 12:35:45 -0500
commite16fb5be90c889c371cbb0ca2444735c2e12073c (patch)
treecbaa20e14a34c460b6c9886f266c4b4b6f62ae87 /src/consts.h
parented08b673c50b076042d8f0c49501372168142764 (diff)
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Implemented map adjacency
This brings along with it the ability to move to different maps, for which the PlayingSystem and PlayableComponent were introduced. The PlayingSystem is a general overseer system that handles big picture stuff like initializing the player and changing maps. The PlayableComponent represents the player. While the ControllableComponent is also likely to always only be on the player entity, the two are distinct by separation of concerns.

This also required a refactoring of how collisions are processed, because of a bug where the player can move to a new map when horizontal collisions are checked, and vertical collisions are skipped, causing the player to clip through the ground because the normal force was never handled.
Diffstat (limited to 'src/consts.h')
-rw-r--r--src/consts.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/consts.h b/src/consts.h index 581018d..a065159 100644 --- a/src/consts.h +++ b/src/consts.h
@@ -7,7 +7,7 @@ const int GAME_WIDTH = 320;
7const int GAME_HEIGHT = 200; 7const int GAME_HEIGHT = 200;
8const int MAP_WIDTH = GAME_WIDTH/TILE_WIDTH; 8const int MAP_WIDTH = GAME_WIDTH/TILE_WIDTH;
9const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT - 1; 9const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT - 1;
10const int WALL_GAP = 6; 10const int WALL_GAP = 5;
11const int TILESET_COLS = 8; 11const int TILESET_COLS = 8;
12const int FONT_COLS = 16; 12const int FONT_COLS = 16;
13 13