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* Started working on prototype objects proto-objsKelly Rauchenberger2018-04-215-7/+139
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* Added freefalling terminal velocityKelly Rauchenberger2018-02-191-0/+6
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* Added player death and event schedulingKelly Rauchenberger2018-02-1810-19/+259
| | | | Also added ability to make sprites flicker, to freeze physics for an entity, and to freeze progression of a sprite's animation loop.
* Implemented map adjacencyKelly Rauchenberger2018-02-185-124/+381
| | | | | | 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.
* Refactored rendererKelly Rauchenberger2018-02-163-4/+13
| | | | | | 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.
* Abstracted behavior related to "orientable" entitiesKelly Rauchenberger2018-02-126-167/+332
| | | | | | | | 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 Rauchenberger2018-02-115-17/+431
| | | | Only wall and platform collision currently works, and map edges are not currently implemented.
* Moved sprite rendering into AnimatingSystemKelly Rauchenberger2018-02-084-59/+33
| | | | 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 Rauchenberger2018-02-088-90/+217
| | | | Also restyled a lot of the code.
* Fixed behavior of letting go of the right buttonKelly Rauchenberger2018-02-071-1/+1
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* Whitespace changesKelly Rauchenberger2018-02-055-15/+15
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* Player now movesKelly Rauchenberger2015-06-266-7/+241
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* Now displaying player characterKelly Rauchenberger2015-06-182-0/+37