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* Abstracted behavior related to "orientable" entitiesKelly Rauchenberger2018-02-121-2/+2
| | | | | | | | 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 Rauchenberger2018-02-111-2/+12
| | | | Only wall and platform collision currently works, and map edges are not currently implemented.
* Moved sprite rendering into AnimatingSystemKelly Rauchenberger2018-02-081-7/+9
| | | | 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 Rauchenberger2018-02-081-30/+43
| | | | Also restyled a lot of the code.
* Whitespace changesKelly Rauchenberger2018-02-051-5/+5
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* Player now movesKelly Rauchenberger2015-06-261-0/+75
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* Wrote EntityManagerKelly Rauchenberger2015-06-111-178/+0
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* Wrote an XML Schema describing maps file and also changed the spec a bitKelly Rauchenberger2015-03-181-159/+5
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* Game can now read map file from map editor (also added new map)Kelly Rauchenberger2015-03-181-3/+165
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* Removed "../" from file pathsKelly Rauchenberger2015-03-161-1/+1
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* Added sound when you hit the groundKelly Rauchenberger2015-03-141-6/+13
| | | | 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.
* Removed some unnecessary parameters from methodsKelly Rauchenberger2015-03-141-7/+9
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* Fixed how movement while dying worksKelly Rauchenberger2015-03-141-5/+2
| | | | Also removed some unnecessary Message objects
* Added reverb to sound effectsKelly Rauchenberger2015-03-141-2/+2
| | | | Also removed some extraneous parentheses
* Defined map equalityKelly Rauchenberger2015-03-141-1/+1
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* Removed some unnecessary header transculsionsKelly Rauchenberger2015-03-141-0/+1
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* Removed explicit map loading from Game since maps load each other nowKelly Rauchenberger2015-03-141-2/+3
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* Wrote simple factory to read map and entity data from XML filesKelly Rauchenberger2015-03-141-29/+5
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* Fixed bug with blitting transparent texturesKelly Rauchenberger2015-03-131-1/+2
| | | | Also moved player in front of checkpoint
* Added a checkpointKelly Rauchenberger2015-03-131-0/+23
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* Fixed my timestep!Kelly Rauchenberger2015-03-131-16/+19
| | | | http://gafferongames.com/game-physics/fix-your-timestep/
* Fixed bug that would prevent player from continuing to move after dying, and ↵Kelly Rauchenberger2015-03-121-25/+20
| | | | also refactored collisions and dying a bit
* Play a sound when you jumpKelly Rauchenberger2015-03-121-1/+1
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* Added death to my gameKelly Rauchenberger2015-03-121-2/+36
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* Const correctness!Kelly Rauchenberger2015-03-101-1/+18
| | | | Also created savefile and refactored collisions a bit.
* C++11'd everything!Kelly Rauchenberger2015-03-101-73/+62
| | | | Also moved location information from physics components into entity.
* Created entity-component systemKelly Rauchenberger2015-03-071-0/+124
Also tweaked the bloom flicker, tweaked the scanline texture, created a second test map, and created some currently unused sound effects.