Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Started integrating Lua as a scripting engine | Kelly Rauchenberger | 2018-05-17 | 1 | -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 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 | 2 | -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 scheduling | Kelly Rauchenberger | 2018-02-18 | 1 | -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 failure | Kelly Rauchenberger | 2018-02-13 | 1 | -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 collision | Kelly Rauchenberger | 2018-02-11 | 1 | -0/+26685 |
| | | | | Only wall and platform collision currently works, and map edges are not currently implemented. | ||||
* | Redesigned the moving platform sprite | Kelly Rauchenberger | 2015-03-20 | 5 | -1/+1 |
| | |||||
* | Implemented a simple AI | Kelly Rauchenberger | 2015-03-19 | 2 | -10/+23 |
| | |||||
* | Map editor can now edit properties for objects (breaks main game build) | Kelly Rauchenberger | 2015-03-19 | 3 | -4/+50 |
| | |||||
* | Wrote an XML Schema describing maps file and also changed the spec a bit | Kelly Rauchenberger | 2015-03-18 | 2 | -4/+96 |
| | |||||
* | Game can now read map file from map editor (also added new map) | Kelly Rauchenberger | 2015-03-18 | 1 | -4/+28 |
| | |||||
* | Map editor can now define actions to occur when the player goes off a ↵ | Kelly Rauchenberger | 2015-03-17 | 1 | -51/+3 |
| | | | | specified edge of the map | ||||
* | Fixed bug with placing entities in map editor | Kelly Rauchenberger | 2015-03-17 | 1 | -3/+3 |
| | |||||
* | Made some nice changes to the map editor widget | Kelly Rauchenberger | 2015-03-17 | 1 | -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 maps | Kelly Rauchenberger | 2015-03-16 | 3 | -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 editor | Kelly Rauchenberger | 2015-03-16 | 3 | -0/+0 |
| | |||||
* | Added a checkpoint | Kelly Rauchenberger | 2015-03-13 | 2 | -0/+0 |
| | |||||
* | Added death sound effect | Kelly Rauchenberger | 2015-03-12 | 1 | -0/+0 |
| | |||||
* | Play a sound when you jump | Kelly Rauchenberger | 2015-03-12 | 1 | -0/+0 |
| | |||||
* | Added death to my game | Kelly Rauchenberger | 2015-03-12 | 1 | -0/+0 |
| | |||||
* | Created entity-component system | Kelly Rauchenberger | 2015-03-07 | 5 | -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 Rauchenberger | 2015-02-23 | 5 | -14289/+6145 |
| | | | | mesh | ||||
* | Changed to using stb_image for image loading, also alpha blending works! | Kelly Rauchenberger | 2015-02-21 | 2 | -0/+0 |
| | |||||
* | Player can short jump | Kelly Rauchenberger | 2015-02-21 | 1 | -0/+0 |
| | |||||
* | Added CRT mesh! | Kelly Rauchenberger | 2015-02-19 | 3 | -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 Rauchenberger | 2015-02-17 | 4 | -94/+0 |
| | | | | the last commit | ||||
* | Did some lighting and added room name | Kelly Rauchenberger | 2015-02-14 | 4 | -0/+94 |
| | |||||
* | Monitor stuff is looking pretty cool! | Kelly Rauchenberger | 2015-02-14 | 3 | -0/+0 |