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* Started working on prototype objects proto-objsKelly Rauchenberger2018-04-2119-30/+530
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* Added freefalling terminal velocityKelly Rauchenberger2018-02-192-0/+7
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* Added player death and event schedulingKelly Rauchenberger2018-02-1815-19/+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 adjacencyKelly Rauchenberger2018-02-1814-160/+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 rendererKelly Rauchenberger2018-02-1625-948/+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 failureKelly Rauchenberger2018-02-132-18/+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" entitiesKelly Rauchenberger2018-02-1211-207/+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 collisionKelly Rauchenberger2018-02-1115-31/+825
| | | | Only wall and platform collision currently works, and map edges are not currently implemented.
* Moved sprite rendering into AnimatingSystemKelly Rauchenberger2018-02-087-67/+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 spritesKelly Rauchenberger2018-02-0817-182/+520
| | | | 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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* Inlined some componentsKelly Rauchenberger2018-02-078-234/+209
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* Merge branch 'master' into es-rewriteKelly Rauchenberger2018-02-071-3/+5
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| * Made some fixes to rendering I guessKelly Rauchenberger2018-02-041-3/+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 vectorKelly Rauchenberger2018-02-075-124/+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 changesKelly Rauchenberger2018-02-0519-194/+194
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* | Removed bare pointer from Sound classKelly Rauchenberger2018-02-051-29/+32
| | | | | | | | Also whitespace changes.
* | Player now movesKelly Rauchenberger2015-06-2622-60/+635
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* | Now displaying player characterKelly Rauchenberger2015-06-1811-152/+266
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* | Wrote EntityManagerKelly Rauchenberger2015-06-1131-1980/+294
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* Fixed bug allowing player to jump through walls when crossing a vertical map ↵Kelly Rauchenberger2015-03-191-5/+5
| | | | | | boundary It turns out that it is somewhat confusing that GAME_HEIGHT != MAP_HEIGHT*TILE_HEIGHT
* Implemented a simple AIKelly Rauchenberger2015-03-1911-92/+412
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* Wrote an XML Schema describing maps file and also changed the spec a bitKelly Rauchenberger2015-03-187-276/+208
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* Game can now read map file from map editor (also added new map)Kelly Rauchenberger2015-03-1812-168/+393
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* Removed "../" from file pathsKelly Rauchenberger2015-03-167-18/+18
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* Fixed the empty XML bug AGAINKelly Rauchenberger2015-03-151-12/+18
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* Fixed error with empty left and right mapsKelly Rauchenberger2015-03-153-23/+22
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* Fixed bug with map with no nameKelly Rauchenberger2015-03-151-2/+8
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* Started writing map editorKelly Rauchenberger2015-03-144-7/+7
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* Added sound when you hit the groundKelly Rauchenberger2015-03-1423-767/+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 methodsKelly Rauchenberger2015-03-146-15/+18
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* Fixed how movement while dying worksKelly Rauchenberger2015-03-143-58/+72
| | | | Also removed some unnecessary Message objects
* Added reverb to sound effectsKelly Rauchenberger2015-03-145-12/+30
| | | | Also removed some extraneous parentheses
* Defined map equalityKelly Rauchenberger2015-03-143-1/+19
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* Removed some unnecessary header transculsionsKelly Rauchenberger2015-03-148-17/+23
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* Removed explicit map loading from Game since maps load each other nowKelly Rauchenberger2015-03-142-4/+3
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* Wrote simple factory to read map and entity data from XML filesKelly Rauchenberger2015-03-1412-85/+284
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* Fixed bug with blitting transparent texturesKelly Rauchenberger2015-03-131-1/+2
| | | | Also moved player in front of checkpoint
* Added a checkpointKelly Rauchenberger2015-03-133-0/+68
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* RK4 integration is not necessary for constant acceleration over a timestepKelly Rauchenberger2015-03-131-12/+5
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* Fixed my timestep!Kelly Rauchenberger2015-03-136-56/+63
| | | | http://gafferongames.com/game-physics/fix-your-timestep/
* Fixed bug that would prevent player from continuing to move after dying, and ↵Kelly Rauchenberger2015-03-125-53/+62
| | | | also refactored collisions and dying a bit
* Lowered volume of sounds and fixed weird mixingKelly Rauchenberger2015-03-123-10/+11
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* Added death sound effectKelly Rauchenberger2015-03-122-1/+3
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* Play a sound when you jumpKelly Rauchenberger2015-03-125-1/+126
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* Added death to my gameKelly Rauchenberger2015-03-127-26/+99
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* Fixed bug where one could fall through the floor after changing mapsKelly Rauchenberger2015-03-114-12/+32
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* Const correctness!Kelly Rauchenberger2015-03-108-113/+156
| | | | Also created savefile and refactored collisions a bit.
* C++11'd everything!Kelly Rauchenberger2015-03-1013-629/+510
| | | | Also moved location information from physics components into entity.
* Created entity-component systemKelly Rauchenberger2015-03-0716-553/+973
| | | | Also tweaked the bloom flicker, tweaked the scanline texture, created a second test map, and created some currently unused sound effects.