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* Started event handlersKelly Rauchenberger2018-05-171-24/+0
| | | | | | | | | | | | | | The AutomatingSystem has been renamed to the ScriptingSystem, since the automatic behavior script is just a special case of the scripts that an entity can exhibit. The AutomatableComponent has largely been moved to the new RunnableComponent (might not be the final name for it). The Lua state object, previously living on the singleton RealizableComponent, is now a member of the ScriptingSystem itself, because it A) doesn't really belong on the realizable entity, and B) a singleton entity seems weird and like a cumbersome attempt to apply the ECS rules to places they don't apply. In a similar vein, the RealizableComponent itself will probably soon be integrated into the RealizingSystem too. The attempt at using Lua environments in order to encapsulate the different behaviors that objects exhibit was scrapped in preference of just creating differently named Lua tables for each prototype. The new PrototypableComponent contains some information about entities which were prototyped. It is partially used by the ScriptingSystem to figure out what event handlers are appropriate, which may not be the best approach. It also has some data about automatic behavior, which also maybe does not belong in this component. The OnTouch event is raised by a player colliding with a physics body with the collider type "event", which may not be the best way to implement this. The result of all of this is that checkpoints now work, although no sound is played, and the result is not persistent across exiting the game.
* Fixed syntax error in platform scriptKelly Rauchenberger2018-05-171-5/+2
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* Started integrating Lua as a scripting engineKelly Rauchenberger2018-05-171-0/+27
| | | | 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.
* Fixed moving platform sprite widthKelly Rauchenberger2018-03-051-1/+1
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* Fixed libpng warning when loading Starla.pngKelly Rauchenberger2018-03-051-0/+0
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* Added entity indexingKelly Rauchenberger2018-03-052-5/+7
| | | | Changed the world format so that map objects are indexed (per map). The next available map object index is cached for each map.
* Added player death and event schedulingKelly Rauchenberger2018-02-181-1/+1
| | | | Also added ability to make sprites flicker, to freeze physics for an entity, and to freeze progression of a sprite's animation loop.
* Fixed inconsistent rendering failureKelly Rauchenberger2018-02-131-0/+0
| | | | | | | | | | 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
* Implemented map rendering and basic collisionKelly Rauchenberger2018-02-111-0/+26685
| | | | Only wall and platform collision currently works, and map edges are not currently implemented.
* Redesigned the moving platform spriteKelly Rauchenberger2015-03-205-1/+1
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* Implemented a simple AIKelly Rauchenberger2015-03-192-10/+23
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* Map editor can now edit properties for objects (breaks main game build)Kelly Rauchenberger2015-03-193-4/+50
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* Wrote an XML Schema describing maps file and also changed the spec a bitKelly Rauchenberger2015-03-182-4/+96
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* Game can now read map file from map editor (also added new map)Kelly Rauchenberger2015-03-181-4/+28
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* Map editor can now define actions to occur when the player goes off a ↵Kelly Rauchenberger2015-03-171-51/+3
| | | | specified edge of the map
* Fixed bug with placing entities in map editorKelly Rauchenberger2015-03-171-3/+3
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* Made some nice changes to the map editor widgetKelly Rauchenberger2015-03-171-0/+98
| | | | | | | 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
* Rewrote map editor so a single file contains all mapsKelly Rauchenberger2015-03-163-0/+0
| | | | 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.
* Added toolbar with file buttons to map editorKelly Rauchenberger2015-03-163-0/+0
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* Added a checkpointKelly Rauchenberger2015-03-132-0/+0
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* Added death sound effectKelly Rauchenberger2015-03-121-0/+0
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* Play a sound when you jumpKelly Rauchenberger2015-03-121-0/+0
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* Added death to my gameKelly Rauchenberger2015-03-121-0/+0
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* Created entity-component systemKelly Rauchenberger2015-03-075-0/+1
| | | | Also tweaked the bloom flicker, tweaked the scanline texture, created a second test map, and created some currently unused sound effects.
* Rewrote bloom so it's not super slow, also removed the frame from the screen ↵Kelly Rauchenberger2015-02-235-14289/+6145
| | | | mesh
* Changed to using stb_image for image loading, also alpha blending works!Kelly Rauchenberger2015-02-212-0/+0
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* Player can short jumpKelly Rauchenberger2015-02-211-0/+0
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* Added CRT mesh!Kelly Rauchenberger2015-02-193-0/+26685
| | | | Also a character sprite, changed up the map file format, fixed some shader bugs
* Removed tool used to generate the font, also commited some stuff I forgot in ↵Kelly Rauchenberger2015-02-174-94/+0
| | | | the last commit
* Did some lighting and added room nameKelly Rauchenberger2015-02-144-0/+94
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* Monitor stuff is looking pretty cool!Kelly Rauchenberger2015-02-143-0/+0