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* Restructured the way the world is loadedKelly Rauchenberger2018-04-281-155/+0
| | | | | | | | | | 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.
* Implemented map adjacencyKelly Rauchenberger2018-02-181-1/+57
| | | | | | 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.
* Implemented map rendering and basic collisionKelly Rauchenberger2018-02-111-0/+99
| | | | Only wall and platform collision currently works, and map edges are not currently implemented.
* Wrote EntityManagerKelly Rauchenberger2015-06-111-150/+0
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* Implemented a simple AIKelly Rauchenberger2015-03-191-1/+17
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* Wrote an XML Schema describing maps file and also changed the spec a bitKelly Rauchenberger2015-03-181-0/+134
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* C++11'd everything!Kelly Rauchenberger2015-03-101-32/+0
| | | | Also moved location information from physics components into entity.
* Created entity-component systemKelly Rauchenberger2015-03-071-0/+32
Also tweaked the bloom flicker, tweaked the scanline texture, created a second test map, and created some currently unused sound effects.