| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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.
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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.
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Only wall and platform collision currently works, and map edges are not currently implemented.
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Also restyled a lot of the code.
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boundary
It turns out that it is somewhat confusing that GAME_HEIGHT != MAP_HEIGHT*TILE_HEIGHT
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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.
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