Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Started working on prototype objects proto-objs | Kelly Rauchenberger | 2018-04-21 | 19 | -30/+530 |
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* | Added freefalling terminal velocity | Kelly Rauchenberger | 2018-02-19 | 2 | -0/+7 |
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* | Added player death and event scheduling | Kelly Rauchenberger | 2018-02-18 | 15 | -19/+346 |
| | | | | 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 adjacency | Kelly Rauchenberger | 2018-02-18 | 14 | -160/+715 |
| | | | | | | 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 renderer | Kelly Rauchenberger | 2018-02-16 | 25 | -948/+1624 |
| | | | | | | 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. | ||||
* | Fixed inconsistent rendering failure | Kelly Rauchenberger | 2018-02-13 | 2 | -18/+18 |
| | | | | | | | | | | The issue appears to have been caused by blending with unset alpha channels. Also included the re-ordered player character sprite image. The CMake file has been updated to include linking against some Apple libraries that are usually already included in GLFW3. refs #1 | ||||
* | Abstracted behavior related to "orientable" entities | Kelly Rauchenberger | 2018-02-12 | 11 | -207/+392 |
| | | | | | | | | 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 collision | Kelly Rauchenberger | 2018-02-11 | 15 | -31/+825 |
| | | | | Only wall and platform collision currently works, and map edges are not currently implemented. | ||||
* | Moved sprite rendering into AnimatingSystem | Kelly Rauchenberger | 2018-02-08 | 7 | -67/+96 |
| | | | | 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 sprites | Kelly Rauchenberger | 2018-02-08 | 17 | -182/+520 |
| | | | | Also restyled a lot of the code. | ||||
* | Fixed behavior of letting go of the right button | Kelly Rauchenberger | 2018-02-07 | 1 | -1/+1 |
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* | Inlined some components | Kelly Rauchenberger | 2018-02-07 | 8 | -234/+209 |
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* | Merge branch 'master' into es-rewrite | Kelly Rauchenberger | 2018-02-07 | 1 | -3/+5 |
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| * | Made some fixes to rendering I guess | Kelly Rauchenberger | 2018-02-04 | 1 | -3/+4 |
| | | | | | | | | | | This is pretty old so I'm not exactly sure what it does but without it, the monitor gets rendered upside down. | ||||
* | | Changed EntityManager to dense vector | Kelly Rauchenberger | 2018-02-07 | 5 | -124/+184 |
| | | | | | | | | | | | | | | | | This should improve speed, because entity lookup will be O(1) instead of O(log n). Deletion is also O(1). Insert stays at potentially O(n), but still should be overall faster than the previous method. Also replaced some asserts with exceptions. Also made Component polymorphic so that deletion actually works properly. | ||||
* | | Whitespace changes | Kelly Rauchenberger | 2018-02-05 | 19 | -194/+194 |
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* | | Removed bare pointer from Sound class | Kelly Rauchenberger | 2018-02-05 | 1 | -29/+32 |
| | | | | | | | | Also whitespace changes. | ||||
* | | Player now moves | Kelly Rauchenberger | 2015-06-26 | 22 | -60/+635 |
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* | | Now displaying player character | Kelly Rauchenberger | 2015-06-18 | 11 | -152/+266 |
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* | | Wrote EntityManager | Kelly Rauchenberger | 2015-06-11 | 31 | -1980/+294 |
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* | Fixed bug allowing player to jump through walls when crossing a vertical map ↵ | Kelly Rauchenberger | 2015-03-19 | 1 | -5/+5 |
| | | | | | | boundary It turns out that it is somewhat confusing that GAME_HEIGHT != MAP_HEIGHT*TILE_HEIGHT | ||||
* | Implemented a simple AI | Kelly Rauchenberger | 2015-03-19 | 11 | -92/+412 |
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* | Wrote an XML Schema describing maps file and also changed the spec a bit | Kelly Rauchenberger | 2015-03-18 | 7 | -276/+208 |
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* | Game can now read map file from map editor (also added new map) | Kelly Rauchenberger | 2015-03-18 | 12 | -168/+393 |
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* | Removed "../" from file paths | Kelly Rauchenberger | 2015-03-16 | 7 | -18/+18 |
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* | Fixed the empty XML bug AGAIN | Kelly Rauchenberger | 2015-03-15 | 1 | -12/+18 |
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* | Fixed error with empty left and right maps | Kelly Rauchenberger | 2015-03-15 | 3 | -23/+22 |
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* | Fixed bug with map with no name | Kelly Rauchenberger | 2015-03-15 | 1 | -2/+8 |
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* | Started writing map editor | Kelly Rauchenberger | 2015-03-14 | 4 | -7/+7 |
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* | Added sound when you hit the ground | Kelly Rauchenberger | 2015-03-14 | 23 | -767/+826 |
| | | | | 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 methods | Kelly Rauchenberger | 2015-03-14 | 6 | -15/+18 |
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* | Fixed how movement while dying works | Kelly Rauchenberger | 2015-03-14 | 3 | -58/+72 |
| | | | | Also removed some unnecessary Message objects | ||||
* | Added reverb to sound effects | Kelly Rauchenberger | 2015-03-14 | 5 | -12/+30 |
| | | | | Also removed some extraneous parentheses | ||||
* | Defined map equality | Kelly Rauchenberger | 2015-03-14 | 3 | -1/+19 |
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* | Removed some unnecessary header transculsions | Kelly Rauchenberger | 2015-03-14 | 8 | -17/+23 |
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* | Removed explicit map loading from Game since maps load each other now | Kelly Rauchenberger | 2015-03-14 | 2 | -4/+3 |
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* | Wrote simple factory to read map and entity data from XML files | Kelly Rauchenberger | 2015-03-14 | 12 | -85/+284 |
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* | Fixed bug with blitting transparent textures | Kelly Rauchenberger | 2015-03-13 | 1 | -1/+2 |
| | | | | Also moved player in front of checkpoint | ||||
* | Added a checkpoint | Kelly Rauchenberger | 2015-03-13 | 3 | -0/+68 |
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* | RK4 integration is not necessary for constant acceleration over a timestep | Kelly Rauchenberger | 2015-03-13 | 1 | -12/+5 |
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* | Fixed my timestep! | Kelly Rauchenberger | 2015-03-13 | 6 | -56/+63 |
| | | | | http://gafferongames.com/game-physics/fix-your-timestep/ | ||||
* | Fixed bug that would prevent player from continuing to move after dying, and ↵ | Kelly Rauchenberger | 2015-03-12 | 5 | -53/+62 |
| | | | | also refactored collisions and dying a bit | ||||
* | Lowered volume of sounds and fixed weird mixing | Kelly Rauchenberger | 2015-03-12 | 3 | -10/+11 |
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* | Added death sound effect | Kelly Rauchenberger | 2015-03-12 | 2 | -1/+3 |
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* | Play a sound when you jump | Kelly Rauchenberger | 2015-03-12 | 5 | -1/+126 |
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* | Added death to my game | Kelly Rauchenberger | 2015-03-12 | 7 | -26/+99 |
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* | Fixed bug where one could fall through the floor after changing maps | Kelly Rauchenberger | 2015-03-11 | 4 | -12/+32 |
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* | Const correctness! | Kelly Rauchenberger | 2015-03-10 | 8 | -113/+156 |
| | | | | Also created savefile and refactored collisions a bit. | ||||
* | C++11'd everything! | Kelly Rauchenberger | 2015-03-10 | 13 | -629/+510 |
| | | | | Also moved location information from physics components into entity. | ||||
* | Created entity-component system | Kelly Rauchenberger | 2015-03-07 | 16 | -553/+973 |
| | | | | Also tweaked the bloom flicker, tweaked the scanline texture, created a second test map, and created some currently unused sound effects. |