| 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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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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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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mesh
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Also a character sprite, changed up the map file format, fixed some shader bugs
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Also tweaked the font for apostrophe, p, and q
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