Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | EntityManager const-correctness | Kelly Rauchenberger | 2018-04-25 | 2 | -12/+21 |
| | |||||
* | Fixed moving platform sprite width | Kelly Rauchenberger | 2018-03-05 | 1 | -1/+1 |
| | |||||
* | Fixed libpng warning when loading Starla.png | Kelly Rauchenberger | 2018-03-05 | 1 | -0/+0 |
| | |||||
* | Added entity indexing | Kelly Rauchenberger | 2018-03-05 | 8 | -10/+70 |
| | | | | Changed the world format so that map objects are indexed (per map). The next available map object index is cached for each map. | ||||
* | Added freefalling terminal velocity | Kelly Rauchenberger | 2018-02-19 | 2 | -0/+7 |
| | |||||
* | Added player death and event scheduling | Kelly Rauchenberger | 2018-02-18 | 17 | -20/+348 |
| | | | | Also added ability to make sprites flicker, to freeze physics for an entity, and to freeze progression of a sprite's animation loop. | ||||
* | Implemented map adjacency | Kelly Rauchenberger | 2018-02-18 | 15 | -160/+717 |
| | | | | | | 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. | ||||
* | Refactored renderer | Kelly Rauchenberger | 2018-02-16 | 27 | -951/+1631 |
| | | | | | | Renderer is basically now more C++'y, as it makes more use of classes (a lot of GL types have been wrapped), and the renderer itself is now a class. The monitor mesh is also now indexed. Tweaked the NTSC artifacting after inadvertently fixing a bug with the way the image was loaded. | ||||
* | Fixed inconsistent rendering failure | Kelly Rauchenberger | 2018-02-13 | 9 | -42/+54 |
| | | | | | | | | | | The issue appears to have been caused by blending with unset alpha channels. Also included the re-ordered player character sprite image. The CMake file has been updated to include linking against some Apple libraries that are usually already included in GLFW3. refs #1 | ||||
* | Merge branch 'master' into es-rewrite | Kelly Rauchenberger | 2018-02-12 | 4 | -76/+17 |
|\ | |||||
| * | Modernized CMake files | Kelly Rauchenberger | 2018-02-08 | 3 | -76/+17 |
| | | | | | | | | Also removed an unnecessary cmake package helper. | ||||
| * | Fixed error opening map editor on macOS | Kelly Rauchenberger | 2018-02-08 | 1 | -0/+1 |
| | | |||||
* | | Abstracted behavior related to "orientable" entities | Kelly Rauchenberger | 2018-02-12 | 12 | -207/+393 |
| | | | | | | | | | | | | | | | | A lot of the stuff that ControllingSystem did to control the player character was moved into the new OrientingSystem. This is so that the player, or any player-like entities, can also be controlled by AI, with the underlying behavior being delegated in the same way as if the player were being controlled by the user. Fixed the issue where, if the player were blocked while moving horizontally, they would remain blocked even if vertical movement were to remove the collision. Fixed cases of the player animating incorrectly after performing certain movements. | ||||
* | | Implemented map rendering and basic collision | Kelly Rauchenberger | 2018-02-11 | 17 | -31/+27512 |
| | | | | | | | | Only wall and platform collision currently works, and map edges are not currently implemented. | ||||
* | | Moved sprite rendering into AnimatingSystem | Kelly Rauchenberger | 2018-02-08 | 8 | -68/+96 |
| | | | | | | | | Refactored how systems work slightly. Now, rendering can be done by a number of systems working together. Since the AnimatingSystem handles the animation of sprites, it should also handle the rendering of them. Because of this, the RenderingSystem has been removed. | ||||
* | | Introduced animated sprites | Kelly Rauchenberger | 2018-02-08 | 18 | -183/+521 |
| | | | | | | | | Also restyled a lot of the code. | ||||
* | | Fixed behavior of letting go of the right button | Kelly Rauchenberger | 2018-02-07 | 1 | -1/+1 |
| | | |||||
* | | Inlined some components | Kelly Rauchenberger | 2018-02-07 | 9 | -238/+210 |
| | | |||||
* | | Merge branch 'master' into es-rewrite | Kelly Rauchenberger | 2018-02-07 | 5 | -14/+23 |
|\| | |||||
| * | Made some fixes to rendering I guess | Kelly Rauchenberger | 2018-02-04 | 4 | -14/+16 |
| | | | | | | | | | | This is pretty old so I'm not exactly sure what it does but without it, the monitor gets rendered upside down. | ||||
| * | Updated CMakeLists.txt | Kelly Rauchenberger | 2018-02-04 | 1 | -0/+6 |
| | | |||||
* | | Changed EntityManager to dense vector | Kelly Rauchenberger | 2018-02-07 | 5 | -124/+184 |
| | | | | | | | | | | | | | | | | This should improve speed, because entity lookup will be O(1) instead of O(log n). Deletion is also O(1). Insert stays at potentially O(n), but still should be overall faster than the previous method. Also replaced some asserts with exceptions. Also made Component polymorphic so that deletion actually works properly. | ||||
* | | Whitespace changes | Kelly Rauchenberger | 2018-02-05 | 19 | -194/+194 |
| | | |||||
* | | Removed bare pointer from Sound class | Kelly Rauchenberger | 2018-02-05 | 1 | -29/+32 |
| | | | | | | | | Also whitespace changes. | ||||
* | | Merge branch 'master' of http://github.com/hatkirby/therapy into es-rewrite | Kelly Rauchenberger | 2015-12-17 | 1 | -4/+7 |
|\| | |||||
| * | Updated CMakeLists.txt so that it can find GLFW3 with pkg-config` | Kelly Rauchenberger | 2015-12-17 | 1 | -4/+7 |
| | | |||||
* | | Player now moves | Kelly Rauchenberger | 2015-06-26 | 23 | -61/+642 |
| | | |||||
* | | Now displaying player character | Kelly Rauchenberger | 2015-06-18 | 12 | -152/+270 |
| | | |||||
* | | Wrote EntityManager | Kelly Rauchenberger | 2015-06-11 | 32 | -1994/+294 |
|/ | |||||
* | Redesigned the moving platform sprite | Kelly Rauchenberger | 2015-03-20 | 5 | -1/+1 |
| | |||||
* | Fixed bug allowing player to jump through walls when crossing a vertical map ↵ | Kelly Rauchenberger | 2015-03-19 | 1 | -5/+5 |
| | | | | | | boundary It turns out that it is somewhat confusing that GAME_HEIGHT != MAP_HEIGHT*TILE_HEIGHT | ||||
* | Implemented a simple AI | Kelly Rauchenberger | 2015-03-19 | 14 | -102/+436 |
| | |||||
* | Map editor can now edit properties for objects (breaks main game build) | Kelly Rauchenberger | 2015-03-19 | 14 | -145/+716 |
| | |||||
* | Wrote an XML Schema describing maps file and also changed the spec a bit | Kelly Rauchenberger | 2015-03-18 | 15 | -772/+620 |
| | |||||
* | Game can now read map file from map editor (also added new map) | Kelly Rauchenberger | 2015-03-18 | 13 | -172/+421 |
| | |||||
* | Map editor stops highlighting cursor when you scroll off editable map area | Kelly Rauchenberger | 2015-03-18 | 2 | -0/+23 |
| | |||||
* | Added ghosts of adjacent warp maps to map editor widget | Kelly Rauchenberger | 2015-03-18 | 3 | -18/+72 |
| | |||||
* | Map editor widget now starts out centered | Kelly Rauchenberger | 2015-03-18 | 3 | -7/+12 |
| | |||||
* | Map editor can now define actions to occur when the player goes off a ↵ | Kelly Rauchenberger | 2015-03-17 | 16 | -158/+804 |
| | | | | specified edge of the map | ||||
* | Fixed bug with starting position label going under the adjacent button in ↵ | Kelly Rauchenberger | 2015-03-17 | 2 | -2/+5 |
| | | | | map editor | ||||
* | Fixed bug with placing entities in map editor | Kelly Rauchenberger | 2015-03-17 | 2 | -13/+13 |
| | |||||
* | Splitters in map editor now move as dragged and start at reasonable sizes | Kelly Rauchenberger | 2015-03-17 | 2 | -14/+32 |
| | |||||
* | Made some nice changes to the map editor widget | Kelly Rauchenberger | 2015-03-17 | 10 | -182/+127 |
| | | | | | | | Center the map edit widget Map edit zooming in should happen around the cursor Disallow editing outside the mapedit widget Add some scroll space around the mapedit widget | ||||
* | Map editor now assumes a reasonable amount of screen real estate | Kelly Rauchenberger | 2015-03-17 | 1 | -3/+27 |
| | |||||
* | Implemented undo/redo framework in map editor | Kelly Rauchenberger | 2015-03-17 | 10 | -47/+482 |
| | |||||
* | Added tool to map editor to set game starting position | Kelly Rauchenberger | 2015-03-16 | 9 | -87/+251 |
| | |||||
* | Opening a file in the map editor closes the current window if the current ↵ | Kelly Rauchenberger | 2015-03-16 | 4 | -3/+22 |
| | | | | window is a blank slate | ||||
* | Added popup menu to tree in map editor | Kelly Rauchenberger | 2015-03-16 | 2 | -0/+15 |
| | |||||
* | Map editor now remembers last map you looked at | Kelly Rauchenberger | 2015-03-16 | 3 | -0/+7 |
| | |||||
* | Rewrote map editor so a single file contains all maps | Kelly Rauchenberger | 2015-03-16 | 14 | -255/+957 |
| | | | | Maps are viewed in a tree control on the left. They can be dragged and dropped. Maps are bolded when they are dirty. Saving saves expansion status and order of maps in tree. |