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* Started integrating Lua as a scripting engineKelly Rauchenberger2018-05-171-1/+4
| | | | Currently moving platforms are able to have their movement controlled by a script rather than by XML, which is probably a better implementation and scales better to other things. The scripts, instead of using the components as state, use the stack as state. In this way, they pretend to be multithreaded. For instance, the moving platform calls moveRight and then moveLeft. Both of those functions internally make calls that say to wait until the next tick. When the AutomatingSystem ticks, it continues execution of all scripts (sequentially, of course) until they ask for the next tick again. This is implemented using coroutines.
* Added simple AI implementationKelly Rauchenberger2018-05-031-0/+1
| | | | | | | | The new AutomatingSystem and AutomatableComponent are responsible for simple AI tasks. This currently is limited to moving entities at a certain speed for certain periods of time. These tasks are arranged as a set of behaviors, which are picked randomly when automation starts or when a behavior finishes executing. A behavior is a sequence of actions that run one after another. Currently, if an automated entity is blocked from moving by a collision, it will be coerced out of its intended path. This is because the automation parameters are stored as a speed and a duration, rather than a starting location and an ending location. This may end up being changed, or made configurable, as this is an early implementation of this feature and will need to be more complex later. Added an RNG object to the Game class, so that the AutomatingSystem can pick behaviors at random.
* Added map object collisionKelly Rauchenberger2018-04-291-1/+0
| | | | | | | | | | | | Collision checking in PonderingSystem was rewritten to work as follows: horizontal movement is step first, then vertical. In each step, the closest environmental boundary to the body is found on the axis of movement in the space traversed by the body. Then, if any map objects fall in the region between the body's old position and the environmental boundary (or body new position if no boundary was found), process collision with those bodies in increasing distance order, stopping if a collision stops movement short of where the next collision would take place. After this, process collision with all of the environmental boundaries at the axis distance found earlier, as long as movement hasn't stopped short. This is not the most optimal implementation, and there is a lot of code repetition, but it is a start and it works. All map objects currently function as walls. This fixes the bug where you could, with pixel-perfect precision, jump into the corner of a wall tile. The top of the hitbox for the spike tile was lowered by one pixel. This fixes a problem where if the player is halfway on a floor tile and halfway over a spike tile, the floor tile would not stop the spike tile from being processed, and the player would die.
* Moved stb_image.h to a vendor folderKelly Rauchenberger2018-04-281-0/+2
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* Restructured the way the world is loadedKelly Rauchenberger2018-04-281-1/+1
| | | | | | | | | | The World class was removed and replaced by the RealizingSystem and RealizableComponent. The realizable entity is intended to be a singleton and to represent the world. The Map class was also removed and integrated into the MappableComponent. These changes are to facilitate implementation of map objects without needing special intermediary objects (including the Map class). Now, map entities are created as soon as the world is created, and map object entities will be as well. They will simply be deactivated while the map is not active. Multiple players are now slightly better supported, which will be important in the future. This will likely become inefficient as the world becomes bigger, and some sort of sector-loading process will have to be designed. This also reduces the usefulness of EntityManager's entity-searching capabilities (which are not the most efficiently implemented currently anyway), and will likely in the future require some added functionality to better search subsets of entities. A lot of the components were also rewritten to use bare member variables instead of accessor methods, as they never had special functionality and just took up space. These components were also documented.
* Added player death and event schedulingKelly Rauchenberger2018-02-181-0/+1
| | | | 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 adjacencyKelly Rauchenberger2018-02-181-0/+2
| | | | | | 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 rendererKelly Rauchenberger2018-02-161-1/+5
| | | | | | 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 failureKelly Rauchenberger2018-02-131-1/+10
| | | | | | | | | | 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-rewriteKelly Rauchenberger2018-02-121-24/+10
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| * Modernized CMake filesKelly Rauchenberger2018-02-081-24/+11
| | | | | | | | Also removed an unnecessary cmake package helper.
* | Abstracted behavior related to "orientable" entitiesKelly Rauchenberger2018-02-121-0/+1
| | | | | | | | | | | | | | | | 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 collisionKelly Rauchenberger2018-02-111-0/+2
| | | | | | | | Only wall and platform collision currently works, and map edges are not currently implemented.
* | Moved sprite rendering into AnimatingSystemKelly Rauchenberger2018-02-081-1/+0
| | | | | | | | 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 spritesKelly Rauchenberger2018-02-081-1/+1
| | | | | | | | Also restyled a lot of the code.
* | Inlined some componentsKelly Rauchenberger2018-02-071-4/+1
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* | Merge branch 'master' into es-rewriteKelly Rauchenberger2018-02-071-0/+6
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| * Updated CMakeLists.txtKelly Rauchenberger2018-02-041-0/+6
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* | Merge branch 'master' of http://github.com/hatkirby/therapy into es-rewriteKelly Rauchenberger2015-12-171-4/+7
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| * Updated CMakeLists.txt so that it can find GLFW3 with pkg-config`Kelly Rauchenberger2015-12-171-4/+7
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* | Player now movesKelly Rauchenberger2015-06-261-1/+7
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* | Now displaying player characterKelly Rauchenberger2015-06-181-0/+4
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* | Wrote EntityManagerKelly Rauchenberger2015-06-111-14/+0
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* Implemented a simple AIKelly Rauchenberger2015-03-191-0/+1
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* Wrote an XML Schema describing maps file and also changed the spec a bitKelly Rauchenberger2015-03-181-0/+1
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* Added sound when you hit the groundKelly Rauchenberger2015-03-141-1/+18
| | | | Also split up components.cpp into files for each class, fixed a bug concerning falling off the screen when you change maps, and converted collision data into doubles.
* Wrote simple factory to read map and entity data from XML filesKelly Rauchenberger2015-03-141-1/+7
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* Play a sound when you jumpKelly Rauchenberger2015-03-121-1/+5
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* C++11'd everything!Kelly Rauchenberger2015-03-101-1/+1
| | | | Also moved location information from physics components into entity.
* Created entity-component systemKelly Rauchenberger2015-03-071-1/+1
| | | | Also tweaked the bloom flicker, tweaked the scanline texture, created a second test map, and created some currently unused sound effects.
* Changed to using stb_image for image loading, also alpha blending works!Kelly Rauchenberger2015-02-211-1/+7
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* Removed tool used to generate the font, also commited some stuff I forgot in ↵Kelly Rauchenberger2015-02-171-3/+1
| | | | the last commit
* Added bloom!Kelly Rauchenberger2015-02-151-0/+2
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* Monitor stuff is looking pretty cool!Kelly Rauchenberger2015-02-141-0/+33