| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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.
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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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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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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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http://gafferongames.com/game-physics/fix-your-timestep/
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also refactored collisions and dying a bit
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Also created savefile and refactored collisions a bit.
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Also moved location information from physics components into entity.
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Also tweaked the bloom flicker, tweaked the scanline texture, created a second test map, and created some currently unused sound effects.
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